
ftass CrV\44-'^ 

Rudk .Az-r 

PRESENTi-D B"^- 

188 2. 



THE 

BOOK OF CHESS: 



CONTAINING THE 



RUDIMENTS OF THE GAME, 



ELEMENTARY ANALYSES OF THE MOST POPULAR OPENINGS. 



EXEMPLIFIED IN 



GAMES ACTUALLY PLAYED BY THE GREATEST MASTERS : 



INCLUDING 

STAUNTON'S ANALYSIS OF THE KING'S AND aiJEEN'S GAMBITS 

NUMEROUS POSITIONS AND PROBLEMS ON DIAGRAMS. 

BOTH ORIGINAL AND SELECTED; 



A SERIES OF CHESS TALES, 

WITH ILLUSTRATIONS 

ENGRAVED FROM ORIGINAL DESIGNS. 

THE WHOLE EXTRACTED AND TRANSLATED FROM THE BEST SOURCES, 

By H. R. AGNEL. 



NEW YORK: 
D. APPLETON" AND COMPANY, 

1, 3, AND 5 BOND STREET. 
1882. 



issa 



Entered, according to Act of Congress, in the year 18'ife, 

Py D. APPLETON & COMPANY, 

the Oierk's Office of the District Court for the Southern District of New Vork 



Gift 

Mrs. U. C. BeltttM 

1912 



PEEEACE, 



TiiE distinction with which the game of Chess is viewed by ihor-e 
initiated in its mysteries, being as well merited as it is general, it 
becomes superfluous with such to insist upon its right to be classed 
as an exalted source of recreation. 

To those unacquainted with this noble game we would say, how- 
ever, that it is distinguished from all other games, by the suffrages 
of many writers on education. Eminent men of every age and clime 
have been its votaries ; illustrious generals have dirdcied engage- 
ments on its field ; mathematicians have examined its positions, and 
calculated the force of specific combinations, while divines have 
exercised contemplation in its vicissitudes. 

" The silly prejudice," sayS"^ late Englis'Ii writer, "that Chess is 
a mere recreation, and the acquisition of a knowledge of its principles 
a waste of time, has long been rejected by every one capable of form- 
ing a judgment upon the matter ; and it is now generally admitted to 
partake more of the character of a science, than that of a simple pas- 
time. That employment surely cannot be wholly purposeless, which 
enables one to exercise and bring into play many of the qualities 
necessary to a successful progress in the great game of life. Calcu- 
:ation, foresight, — well arranged, and well digested plans of action, — 
'.he habit of never commencing an imdertaking, until ftie issue of it 
nas been thoroughly considered, — s*^^eadiness in prosperity, patience 



in difficulty, — a strictly guarded temper ; and last, though not least, 
courtesy and amenity of manner, — all these are requisite to make a 
good Chess-player ; and will the possession of them not do yeoman's 
service to any man, be his profession or calling what it may ? To 
the objection, that Chess is apt to engross time that ought to be 
devoted to more important objects, it may be answered, that abuse 
does not abrogate use ; and that a habit of intoxication in one person 
is no reason why another, who has more command over himself, 
should not be solaced vdth an occasional glass or two of wine." 

In our own country, Benjamin Franklin, than whom a greater 
economist of time never existed, was a warm advocate of the game 
of Chess. The following extract from his memoirs shows, that 
rather than relinquish his favorite recreation, he devised means to 
turn to account the time he allotted to its pursuit : 

"I had begun in 1733," says he, "to study languages ; I soon 
made myself so much a master of the French, as to be able to read 
the books in that language with ease ; I then undertook the Italian : 
an acquaintance, who was also learning it, used often to tempt me 
to play Chess with him: finding this took up much of the time I had 
to spare for study, I at length refused to play any more, unless on 
this condition, that the victor in every game should have a right to 
impose a task, either of parts of the grammar to be got by heart, or 
in translations, &c which tasks the vanquished was to perform upon 
honor before our next meeting : as we played pretty equally, we thus 
beat one another into that language." 

At the period above referred to, Franklin was but twenty-eighl 
years of age : in after life, and amid his busy career, Chess was evei 
his favorite-apurce of relaxation. He has left us an essay entitled 
" The Morals of Chess," from which it may not be irrelevant in an 
American bdbk, to quote a few passages : 

" The game of Chess is not merely an idle amusement ; several 



yeiy valuable qualities of the mind, useful in the course of human 
life, are to be acquired and strengthened by it, so as to become habits 
ready on all occasions : for life is a kind of Chess, in which we have 
often points to gain, and competitors or adversaries to contend with, 
and in which there is a vast variety of good and ill events that are, 
in some degree, the effect of prudence, or of the want of it. By 
playing at Chess, then, we may learn, 

" First — Foresight, which looks a little into futurity, and considers 
the consequence that may attend an action ; for it is continually 
occurring to the player, ' If I move this piece, what will be the 
advantage or disadvantage of my new situation ? What use can my 
adversary make of it, to annoy me ? — What other moves can I make 
to support it, and to defend myself from his attacks ?' 

" Second — Circumspection, which surveys the whole Chess-board, 
or scene of action : the relation of the several pieces, and their situa- 
tions ; the dangers they are repeatedly exposed to ; the several possi- 
bilities of their aiding each other ; the probabilities that the adversary 
may make tliis or that move, and attack this or that piece ; and what 
different means can be used to avoid his stroke, or turn its conse- 
quences against him. 

" Third — Caution, not to make our moves too hastily. This habit 
IS best acquired by observing strictly the laws of the game ; such as, 
if you touch a piece, you must move it somewhere ; if you set it 
down, you must let it stand. 

" Therefore, never deviate from strict play ; as the game becomes 
thereby more the image of human life, and particularly of war ; in 
V hich, if you have incautiously put yourself into a bad and dangerous 
position, you cannot obtain your enemy's leave to withdraw your 
troops and place them more securely ; but you must abide all th( 
consequences of your rashness. 

" And Lastly, we learn by Chess the habit of not being discouraged 



by present bad appearances in' the state of oar affairs ; the habit of 
hoping for a favorable chance, and that of persevering- hi the search 
of resources. The game is so full of events, there is such a variety 
of turns in it, the fortune of it is so sudden to vicissitudes, and one 
so frequently, after contemplation, discovers the means of extricating 
oneself from a supposed insurmountable dilHculty, that one is encour- 
aged to continue the contest to the last, in hopes of victory from our 
sldll ; or, at least, from the negligence of our adversary. And vi^ho- 
ever considers, vi^hat in Chess he often sees instances of, that success 
is apt to produce presumption and its consequent inattention, by 
which more is afterw^ards lost than was gained by the preceding 
advantage, while misfortunes produce more care and attention, by 
which the loss may be recovered, will learn not to be too much dis- 
couraged by any present successes of his adversary, nor to despair 
of final good fortune, upon every little check he receives iii the pur- 
suit of it." — Franklin, Morals of Chess. 

In the compilation and arrangement of the following pages, the 
Editor has had in \'iew the twofold object of conveying instruction 
to the mere beginner, and offering matter of interest to the practised 
player. The former of these objects he thinks he has attained in the 
rudimentary portions of the work, extracted from the best elementary 
treatises in any language ; viz., Lewis's Chess for Beginners, and 
Elements of Chess — Walker's Chess made Easy — and Tomlinson's 
Amusements in Chess ; while the Games in Actual Play, by corres- 
pondence between clubs, or over the board between the most eminent 
players of every country, together with Staunton's masterly analyses 
of the King's and Queen's Gambits, will prove, it is hoped, both 
entertaining and instructive to that class of players sufficiently 
advanced to understand and appreciate their beauties. 

The Games in Actual Play, illustrative of the Bishop's and 
Vvuight's Game, the most popular of all the openings, have been 



selected from English, French, and German periodicals, exclusively 
devoted to the game, and in many cases the notes of their respective 
editors have been carefully collated and combined. 

The four sketches comprising the " Chess Tales," appeared 
originally in the French Chess Magazine, " Le Palam^de." In the 
translation of these, the Editor has taken some latitude, enlarging 
the text, and adding many games and positions, both selected and 
original. Indeed, these additions have been so numerous as to have 
required, in a measure, the re-writing of the sketches alluded co 
ahove, the originals of which contain collectively but two positions 
and no games. In their present form, it will be observed they con- 
tain twelve positions, besides several games of interest. 

In the selection of Problems, for many persons one of the most 
attractive departments of the game, the Editor has had in view 
excellence rather than mere novelty. For his own he solicits indul- 
gence, while he feels confident that those selected from multifarioua 
sources, are of the very highest order. 

In conclusion, the Editor would say that his intention will have 
been fulfilled, if after a perusal of the cursory examination of the 
principal openings as offered in the following pages, the solitary stu- 
dent has been induced to explore the more regular treatises on this 
matchless game ; and doubly will that intention have been fulfilled, 
If whatever labor he has brought to bear upon the task, prove at all 
conducive to intellectual pleasure and innocent amusement in the 
family circle. 

H. R A 

West Point, N. Y., Dec. 9, 1847. 



CONTENTS 



BOOK I. 

THE KTJDIMFNTS OF THE GAME. 
Luuson. Vago 

I. The names of the Pieces. — How to set up the Men. — Names of the 

Squares. — Exercises . .9 

II. The Moves .....'.... 14 

III. On the Manner in which the Chess-men take each other . • 20 

IV. Checking the King. — Check-mate. — A Chess Problem explained. 
--Various kinds of Check. — Simple Check. — Check by Discovery. 
— Double Check. — Perpetual Check. — Drawn Games. — Various 
kinds of Mate. — Stale Mate. — Fool's Mate. — Scholar's Mate. — 
Smothered Mate 23 

V. Method of Check-mating with the Queen .... 35 

VI. Method of Check-mating wiih both Rooks . . . .46 

VII. Method of Check-mating with one Rook .... 49 

VIII. Castling. — Some peculiarities of Pawn-play. — Taking "en 
passant." — Centre Pawns. — Doubled Pawns. — Passed Pawns. — 
Isolated Pawns. — Advancing a Pawn to Queen. — Problem illus- 
trative of Queening a Pawn. — Forking with Pawn or Knight. — 
The Exchange 57 

IX. Gaining the Opposition. — A King and Pawn against a King 64 

X. Pawns against Pawns . . • 81 

XI. On the Powei of Single King to stop Pawns ... 96 
X.II. The Laws of the Game 115 

BOOK n. 

THE king's bishop's OPENING. 

I. Openmg the Game. — Powers of the Pieces at the commencement. 
— K. P. two sq. ; why a good Opening move. — The Regular Open- 



Kii CONTENTS. 

ings Classified. — Elementary Analysis of the King's Bishop's 
Game, White having first move. — Defence, Black having first 
move . 123 

[I. King's Bishop's Opening continued. — Game I. from Tomlinson's 
Amusements in Chess. — Game II. from Philidor's Analysis. — 
Game III. Philidor's Game with Comments from the " Trait6 
des Amateurs" 13fi 

[II. Games in Actual Play. — Games I. and TI. between Messrs. 
Withers and Williams of the Bristol Chess Club. — Game III. be- 
tween Walker and Cochrane. — Game IV. in the Match between . 
Stanley and Rousseau. — Game V. between La Bourdonnais and 
M'Donnel. — Game VI. between New- York and Norfolk. — Game 
VII. between two strong players at Goode's Chess Rooms, Lon- 
don. — Games VIII., IX., X. and XL Allgaier's Variation in the 
Defence of the Bishop's Opening. — Game XII. between Mayet 
and Heydebrandt. — Game XIII. between St. Amant and four 
players at the Douai Chess Club. — Walker's Closing Remarks 
on the Bishop's Opening. — Game XIV 151 

IV. Fifteen Problems in Two Moves 171 

The Monkey and the Gascon Chess Knight . . . . 189 



BOOK ni. 

THE king's knight's OPENING. 

I. Elementary Analysis ; White having First Move . . .199 
Defence; Black having First Move ..... 21S 

II. Walker's Deductions from E.xamination of K Kt.'s Opening. — 
Games in Actual Play. — Leading Game. — Game I. between 
the Clubs of Westminster and Paris. — Game II. La Bourdonnais 
and M'Donnel. — Game III. Stanley and Rousseau. — Game IV. 
won by Popert.— Game V. won by St. Amant. — Game VI. Staun- . 
ton and St. Amant. — Game VII. Calvi and Kieseritzkij. — Game 
VIII. Staunton and Horwitz. — Game IX. won by Jaenisch. — 
Game X. Cochrane and Popert. — Game XI. St. Amant and 
Cocnrane. — Game XII. Clubs of Berlin and Breslau. — Game 
XIII. Boncourt and Kieseritzkij. — Game XIV. Staunton ana 
Florwitz. — Game XV. Stanley and another strong player . 21S 

fIL First Player at his 3d move plays K. B. to Q. Kt. 5th.— 



CONTENTS. xm 

Analysis and Game in Actual Play between Heydcbrant and 

Hanstein 245 

rV. The Queen's Pawn-Two Opening. — Leading Moves. — In Act- 
ual Play: Games I., II., and III., in correspondence between 
the London and Edinburgh Chess Clubs. — Game IV. Cochrane 
and Popert. — Game V. Perigal and Daniels. — Game VI. in cor- 
respondence between the Washington and New- York Chess 
Clubs. — Game VII. fi-om Wallcer's Thousand Games in Actual 

Play 252 

Fjurteen Problems in Three Moves ..... 27a 
How A World was Won, or a Gajie of Chess in 1492 . 291 



BOOK IV. 

stausto.n's analysis of the king's gambit, exemplified in games 
actually flayed by the greatest masters. 

L The King's Knight's Gambit 305 

II. The Cunningham Gambit . 315 

in. The Salvio Gambit .... ... 321 

IV. The Cochrane Gambit 326 

V. The Muzio Gambit 339 

VI. The Alfgaier Gambit 363 

VIL The King's Rook's Pawn Gambit 369 

VIIL The King's Bishop's Gambit . . . . . . 377 

TX. Deviation from the Standard Methods of Defence in the King's 

Bishop's Gambit 391 

X. The Gambit Declined . 408 

Synopsis of Book IV 415 

Fourteen Problems in Four Moves . . - . . . 417 

The Midnight Challenge; or, Christmas IN Rrssi A . . 435 



BOOK V. 

THE queen's gambit. 

!. 7 he Queen's Gambit accepted ...... 455 

(i The Queen's Gambit refused ..... 461 

Games in Actual Play illustrative of the Queen's Gambit . 463 



XIV CONTENTS. 

Eight Problems in Five Moves 469 

Examples of Incautious Plat, Six Original Positions . 479 

The Fatal Mate' 487 

BOLOTIOKS . . , . • u iTt 



ILLUSTRATIOi^JS. 

Tke Monkey and the Gascon Chess Knight, . Frontispiece. 

How A WOKLD WAS WoN, OR A GaME OF ChESS IN 14f '2, . 29] 

The Midnight Challenge, ok Christmas in Russia, . 435 
The Fatal Mats, 48T 



BOOK I. 



THE RUDIMENTS OF THE GAME.— ELEVEN ELEMENTA- 
RY LESSONS.— THE LAWS OF CHESS. 



CHESS FOE WINTEE EVENINGS 



LESSON I, 



nii. KABIES OF THE PIECES HOW TO SET UP THE BIEN- -NAMES 

OF THE SQUARES ON THE CHESS-BOARD ^EXERCISEa. 

In order to render our instruction most familiar, we ahall 
address the reader in the second person, supposing him always 
to play with the white pieces ; we advise him nevertheless to 
accustom himself to the use of either colour ; for which pur- 
pose he will do well to play over our lessons with the white 
and black pieces alternately. 

The game of Chess is played by two persons upon a 
chequered board of 64 squares. Each player is furnished 
with eight pieces, namely. King, Queen, two Rooks, two 
Knights, and two Bishops; and eight Pawns. The pieces 
and Pawns of the two players are distinguished by being of 
opposite colours, and will be represented in the course of these 
'essons as follows : — 



10 

King . 
Queen . 
Rook . 
Dishop . 
Knight 
Pawn . 



CHESS FOR WINTER, EVENINGS. 

White. Black. Abb:eviaticM. 

. ^b . . ^W : . . K. 



i 



. Q. 



R. 



B. 



Kt. 



P. 



The King and Queen are supported each by three officers 
and four soldiers ; but before you inquire into the powers of 
the various members of this little army you must become ac- 
quainted with the field of battle, and learn how to marsha^ 
-your forces in proper order. The Chess-board must be so 
placed, that each player's right hand corner square may be 
white. The only reason for this is, to establish a universal 
rule whereby to set up the pieces. Indeed, it is not necessary 
that one-half of the squares of the Chess-board be of a dif- 
ferent colour to the other half; but that the arrangement 
greatly facilitates the play. Remember that the rows of 
squares running upwards are called files, while those from left 
to right are termed ranks ; the oblique rows of squares, either 
white or black, are called diagonals. 

We will now set up the men in the proper order for com- 
mencing the game. Your right hand corner square is white, 
place a Rook on it, and remember that this piece being on 
the King's side is called the King's Rook, and the square om 
which it stands the King's Rook's square. Next to this place 
a Knight, then a Bishop, and on the fourth square from the 
right the King must be placed. You thus see that the King'? 



HOW TO SET TJP THE MEN. 11 

officers stand on his right on their respective squares ; the 
King's Knight on the King's Knight's square and tlie King's 
Bishop on the King's Bishop's square. On the square next to 
the King place the Queen, and observe that she vv'ill occupy 
a wliite square, while the Queen of your antagonist will stand 
on a black square. Beginners are frequently at a loss to 
remember the squares occupied by the two royal pieces ; but 
if you bear in mind the simple law that the Queen stands on 
her own colour you cannot err. One consequence of this 
arrangement is, that your Queen is to the left of your King ; 
but if you turn round the board in order to play the black 
pieces your Queen will then be to the right of your King. 
This circumstance is very puzzling to begin:iers who study 
from books, in which advice is generally given to the player of 
the white pieces ; for when they have to play the black men 
they get confused. This is why we have advised you to ac- 
custom yourself to the use of either colour ; besides it is very 
likely that two persons who agree to play may have an equal 
liking for white, but as one of the two must have black, you 
see how necessary it is to make it a matter of indifference 
which colour you use. Good players always draw lots for 
colours. But" we must finish setting up our pieces. A Bi- 
shop attends the Queen on her left hand ; then comes a Knight, 
and on 1 he left corner square stands the Queen's Rook. Eight 
Pawns stand immediately in front of the pieces, and have 
Iho following names, beginning from the right : 

King's Rook's Pawn. 
King's Knight's Pawn. 
King's Bishop's Pawn. 
King's Pawn. 
Queen's Pawn. 
Queen's Bishop's Pawn. 
Queen's Knight's Paw-n 
Queen's Rook's Pawn. 



12 



CHESS FOR WIAfEK EVENINGS. 



When you have finished setting up your pieces, comj)tirf 
the stote of your board with the following arrangement, 
which shows the proper position of all the pieces and Pawns 
on both sides at the commencement of the game. 




The rank which the pieces occupy is sometimes callei' 
the royal line, and the eight squares which compose it are 
called by the names of the pieces occupying them at the 
commencement of the game ; such as King's square, i. e. 
the square whereon the King is first placed, and the square 
retains this name, throughout the whole of the game, whether 
the King occupies it or not. The same remark applies to all 
the other squares of the royal line. 

The files are also named according to the pieces occupy, 
ing the first square in each file. Thus King's Rook's sqa^irp is 



EXERcnSES. 13 

Jift first of '.he King's Rook's file; King's Rook's Pawnoccu. 
pies the King's Rook's second square. King's Rook's third, 
fourth, fifth, and sixth squares are unoccupied ; King's Rook's 
seventh is your adversary's King's Rook's second square, and 
is occupied by his King's Rook's Pawn. Your King's Rook's 
eighth square is your adversary's King's Rook's square, where 
that piece is now at Jiome, as it is sometimes called when the 
piece has not been moved, or having been moved, is played 
back to its square. 

Thus, all the files are named, and this easy method gives 
a name to every one of the sixty-four squares, and is equally 
a mailable for your antagonist as well as for yourself. 

We will now give you a few exercises on the names of 
the squares and the pieces. Remove all your white Pawns 
from the board, and all your adversary's pieces, and then : 

1. Place your King's Bishop on your King's Rook's third 
.square. 

But as we shall hereafter have to give you many direc 
lions for playing a piece from one square to another, it will 
be desirable to write our instructions in the shortest possible 
manner ; we shall, therefore, use that kind of Chess notation 
which is now very common and very convenient. The ex- 
ercise just given would be intelligible to any Chess-player if 
simply written thus : — K. B. to K. R. 3d. 

2. Play your Queen to her eighth square. 

. Q. to Q. 8th, or, 
Q. to adv. Q., 
I. e. Queen to adversary's Queen's square. 

3. Play your Queen's Knight to your Queen's Bishop's 
third square. 

Q. Kt. to Q. B. 3d. 

4. Play your King to his Bishop's second square. 

K. to K. B. 2d. 



!4 CHESS FOR WINTER EVENINGS. 

5. Place your King's Bishop on your Queen's Rook's sixth 

square. 

K. B. to Q. R. 6th. 

6. Place your Queen on the King's Knight's fourth square. 

Q. to K. Kt. 4th. 
We will now finish our first lesson. Although you do not 
yoi know the moves of the pieces, yet you are quite compe. 
tent to perform the exercises given above. 



LESSON II 

THE BIOVES. 



You must now learn the moves of the pieces and Pawns ; 
for which purpose, place your board in the proper position, 
which, you know, is with a white square at your right hand 
corner, and then place the King's Rook on its square, the rest 
of the board being unoccupied. The move of the Rook is always 
in straight lines, parallel with the sides of the board. In its 
present position this piece can be played to your adversary's 
King's Rook's square, which square, you know, is the same as 
your K. R. 8th, or it may be played to your Q. R. square, from 
tRence to Q. R. 8th square, thence to K. R. 8th, and so home 
again, thus taking four moves to go along all four sides of the 
board. The Rook may also take a short as well as a long move. 
Its shortest move is one square forward or backward, or one 
square to the right, or one square to the left. In its present 
position it can neither move backward nor to the right, be- 
cause it is at home ; and so also the Queen's Rook, when at 
home, can neither move backward nor to the left ; but place 
cither Rook on any but a Rook's file, and you will find 
thai it can move in three different directions : place K. R. od 



/^ 



r v^ ^^-^ 



THE MOVES. 17 

[)ieces, and this it often does, under the guidance of a good 
player, in a remarkable manner, threading its way safely 
through its own and the enemy's ranks, until it can form an 
at ack on some distinguished piece, or mar an ingenious plot 
ot the adversary. This piece is not only difficult to play 
N\ ell, but difficult also to resist, so that it is a deserved fa- 
vorite among skilful players. The move of the Knight con- 
wsts of the shortest Rook's move, and the shortest Bishop's 
move, both at once. For example, place your K. Kt. at 
home; he can move to K. R. 3d square, i. e., from K. Kt. 
square to K. Kt. 2d, the shortest Rook's move, and from K. 
Kt. 2d to K. R. 3d, the shortest Bishop's move, or from K. 
Kt. square to K. R. 2d, the shortest Bishop's move, and from 
thence to K. R. 3d, the shortest Rook's move. Wherever 
we can combine the shortest move of the Rook with the short- 
est move of the Bishop, the Knight can be played, provided 
the square to which you wish to play him be not occupied by 
one of your own pieces or Pawns. But if such square be oc- 
cupied by a piece or Pawn of your adversary, the Knight can 
capture it. When your K. Kt. is at home, he can be played 
to your K. 2d square, or to K. B. 3d square, or to K. R. 3d 
square; i ut when the Knight gets to the middle of the board, 
his power is wonderfully increased. Place him on your K. 
4th square, for example, and you will find that he can be 
played to any one of eight squares. See if you can find out 
these squares, and write down their names correctly. 

Mr. Geo. Walker, in his excellent elementary work, 
" Che^ Made Easy," states, with regard to the' move of the 
Knight, that it is so difficult of explanation that he almost des- 
pairs of making a learner understand it ulitil he has met with 
it practically illustrated. He gives the annexed diagram, 
and the following mode of description : — 

The Knight may be said to begin his move by going one 
3quare straight forward, and then finishing his move by pro- 



18 



CHESS FOR WINTER EVENINGS. 



Deeding one square diagonally ; or, it may equally be .safd_ 

that he begins his move by moving one square diagonally, 

and ends his move by marching one square forward or sidewise. 

The move of the Queen, Rook, and Bishop, are intermin- 




able in their range, except by the extremities of the board , 
but the moves of the King and Knight are, on the contrary, 
terminable, and not to be extended at discretion, like those of 
the other pieces. 

Now set out your two white Knights as in the foiegoing 
diagram, and try to reconcile my description of the move of 
the Knight, with the squares indicated as being commanded 
by them. The Knight in the corner commands two squares, 
marked 1 and 2 ; and, had he the move, could play to either 
of these, but to no others on the whole board. In doing this,' 
he crosses one intermediate square, and seats himself at an 
interval of three squares, inclusive, from his starting point, on 



THE MOVES. 19 

d square of a difTerent colour from that on which he first stood. 
No matter what pieces might occupy the squares between 
him and the place to which he was about to move ; he would 
leap over them with impunity. 

The other Knight, being placed nearer to the centre of 
the board, commands no less than eight, squares, indicated by 
the numbers 1 to 8 ; to either of which he might leap at oi.e 
bound, but his choice does not extend beyond those eight. 
The squares commanded by the Knight always appear to be 
in pairs. Suppose the white K. Kt. to be at home, as placed 
on commencing the game ; how many squares does he com- 
mand ? 

The Pawns have the shortest move forward of the Rook 
when they do not capture, and the shortest move forward of 
the Bishop when they do. Thus the humble Pawn moves 
forward, in a right line, but cannot move either backward, 
obliquely, or sidewise (except in capturing, when it moves 
obliquely as mentioned above). The Pawn can only move 
one square at a time ; each Pawn has, however, the privi- 
lege, to be exercised fit the option of the player, of being ad- 
vanced, on the first move he makes, either one or two squares. 
In exercising this privilege, the Pawn is liable to be taken 
" en passant" by an adverse Pawn, as will be hereafter ex- 
plained, under the article on the meaning of the phrase " en 
passant." Your Rook's Pawns command only one square 
each, viz., K. or Q. Kt. 3d ; the other six Pawns com- 
mand each two squares. Remember that all the pieces can 
be played backward as well as forward, to the right or to 
the left ; but the Paw7i has a forward move only ; it can never 
retreat from danger like the other pieces, but continues to 
advance until it reaches your adversary's royal line, when it 
is entitled to a reward which none of the pieces can claim ; 
it .s immediately promoted to the rank of a Queen, or a Rook, 
or a Bishop, or a Knight, as you may desire, but can in no 
fase remain on the royal line as a Paton. 



CHESS FOR WINTER EVENINGS. 



LESSON III 



ON THE MANNER IN WHICH THE CHESS-MEN TAKE EACH OTHRB, 



Mr. Walker, in his elementary treatise already quoted, 
has explained in so vefy lucid a manner the mode in which 
captures are made at Chess, that we are tempted to give hie 
remarks in full, with his explanatoiy diagrams. 

The different pieces (the Pawn is not here included) take, 
in exactly the same direction as they move. In taking, you 
lift off the adverse piece from the board, and place your own 
piece in the square hitherto occupied by the adversary ; and 
not, as in the game of Draughts, on the square beyond. 

You are never compelled to take, as in the game of 
Draughts, but may do so, or not, according as it may be to 
yuur advantage, without incurring any penalty for refusing 
the offer. 




HOW CHESS-MEN TAKE EACH OTHER. 



21 



To illustrate the manner in which the men take each 
oilier, examine the preceding diagram. 

Here is the white Queen opposed to a black Rook. If it 
be White's turn to play, the Queen may take the Rook ; to 
do which, you remove the Rook from off the board, and seat 
the Queei: on the square now occupied by the Rook. Were 
the Raok on either of the adjoining squares (marked 1 and 2), 
the Queen could not capture it, because it would not be in 
her line of march. 

If the Black in this situation, haJ the first move, the Rook 
might take either the Queen, the Bishop, or the Knight ; lift- 
ing the piece taken, off the board, and occupying the square 
thus vacated. 

You can never take two men at once, as in. the game of 
Draughts. All the pieces are reciprocally liable to be taken, 
as well by the lowly Pawn, as by the haughty Queen : the 
King is the only exception to this rule, as we shall find un- 
der the head of " Check." 

Let us set up another position : — 

In this case we have a black Bishop, and two white 
Knights. If Black have the 
move, the Bishop may take the 
Knight in the corner, as before 
explained, but could not take the 
nearer Knight, because, to do so 
would be a departure from the 
line of march proper to the 
Bishop. If, on the other hand, 
the White have the first move, 
the Knisht in the corner cannot 




harm the Bishop, because the latter does not stand within its 
limited and peculiar range ; but the other Knight can take 
the Bishop, by stepping into his place, and handing nnn oil 
tlie board. 



22 



CHESS FOR WINTER EVENINGS. 




The King can take, though 
lie cannot be taken. Observe 
the annexed : — 

Supposing the white King 
to have the move in this case, 
he may capture the Rook, the 
Bishop, or the Knight, at his 
option, because they all stand 
within his range. 

The Pawn is the only man which does not take in the 
direction it moves ; for, whereas 
it moves only straight on (in 
right lines), it takes diagonally. 
In other words, the Pawn may 
be said to march, on ordinary 
occasions, like the Rook, except 
that it can neither move back- 
ward nor sidewise, nor can it 
advance more than one square 
at a move ; but when the Pawn vv±iiiii. 

takes, it appears to borrow the power of the Bishop, and to 
take in the same manner, but only one square forward, diag- 
onally. Example being, however, better than precept, let 
us revert to the Chess-board : — 

We have here a white Pawn, which may take either the 
Queen or Knight, exactly as a Bishop would do, if seated in 
the square of the Pawn. But the Pawn cannot capture the 
Bishop, because he may not take straight forward. I suppose 
the white pieces to have occupied the lower half of the board, 
as in the first diagram, and the Pawn is, therefore, advancing 
up the board. 

The Pawn can never capture any piece or Pawn, whicli is 
not thus placed on the first square of the fronting diagonul. 
When, therefore, the Pawn is advanced, on first starting, two 




CHECKING THE KING CHECK-MATE. 2& 

squares, it follows that he can never, on that move, take an) 
of the adverse men. The Pawns may take each other, as 
well as the pieces take the Pawns ; of course your own men 
cannot take each other. 



LESSON IV. 

ClIEC KING THE KING CHECK-MATE A CHESS PROBLEM EXPLAIN- 

ED: — VAKIOFS KINDS OF CHECKS SIMPLE CHECK CHECK BY 

DISCOVERY DOUBLE CHECK PERPETUAL CHECK DRAWN 

fiAMES VARIOUS KINDS OF MATE STALE-MATE FOOl's 

MATE scholar's MATE SMOTHERED MATE. 

Before we proceed to play our first game of Chess it will 
be necessary to explain a few of the technical terms which 
are in constant use among Chess-players, as also the code of 
laws which regulates their proceedings. 

The King is the principal character in the Chess-field ; 
his person is sacred, and he can never be captured ; he is 
nevertheless liable to the attacks of your adversary's pieces, 
which must be instantly warded off, for if being under attack 
he is unable by any means to escape therefrom, he is said to be 
check-mated, and the game is at an end. The grand object 
of Chess is therefore twofold, namely, to guard your own 
King from danger, while at the same time you form a syste- 
matic attack on your adversary's King. 

Whenever you make a direct attack upon the King, you 
mus'. inform your adversary of the circumstance by calling 
out " check," and he must immediately attend to the warn- 
ing and escape from check, or get out of check, by one of the 
three following methods: — 1. By moving the King out of 
oheok. 2. By capturing the piece or Pawn that checks, 



24 CHESS FOR WINTER EVENINGS. 

3. By interposing a piece or Pawn between the King and the 
checking piece ; except in the case of a Knight, a check 
from which can only be parried by moving the King, or cap- 
turing the Knight. 

We will show the application of " checic ' and " check- 
mate " by means of a Chess problem. We may first inform 
you that the moves at Chess are played by each player 
alternately, and as we suppose you to play the white pieces 
we shall generally give you the first move. Be careful, 
therefore, whenever a position or problem is given by way of 
illustration, to notice the direction in which the Pawns are 
moving ; — those of your adversary, i. e., the black Pawns, 
always move towards you, while your own Pawns always 
move away from you. When you are directed to capture 
one of your adversary's pieces or Pawns, recollect you are 
to remove it from off" the board, and place your own piece 
or Pawn on the square which it occupied. 

The accompanying diagram represents the position of the 
pieces at the end of a game. The player of the white pieces 
having to move first, is able to check-mate his adversary in 
four moves. 

Certain given positions or combinations of pieces are 
called Problems, many of which are remarkable for the great 
beauty or ingenuity of their solutions or answers. When 
you are a little further advanced you will find the exercise 
both pleasant and instructive. 

In order to solve this problem you play your Rook to K. 
B. 8th square, and call out " check." Now of the three 
methods of escaping check. Black can avail himself of two ; 
he cannot interpose a piece, because your Rook checks his 
King on the very next square to that which he occupies ; the 
black King must therefore either take the Rook or move out 
of check. If he take the Rook, you oheck-mate him instantly 
by playing your Q. to K. 8th, and he cannot take your Q. 




bei.ause she is supported by the B., for were he to capture 
her he would still be in check with the B., and the King is 
in no case allowed to put himself in check. The King must 
therefore be moved out of check, and you will observe that 
there is only one square to which he can be played, and that 
is to his R. 2d, which you know is the same as your K. R. 
7th. — For your second move you play Q. to K. Kt. 6th, 
checking. Of the three modes of escaping check, Black can 
avail himself of only one ; he cannot interpose, and he can- 
not move on account of thf position of your Rook ; he must 
therefore take your Q. ; but this he cannot do with his King, 
r>ecause your Q. is supported by the Pawn at your K. R. 
r>th ; he must therefore take your Q. with his B. We may 



Wtj CHESS FOR WINTEJh, EVENIA'GS. 

nere mention that although your Q. is of far more value than 
the Bishop, which you get in exchange for her, yet occasions 
sometimes arise when it is desirable to sacrifice a Queen or a 
Rook for one of the minor pieces (as the Bishops and Knighta 
are called), or even for a Pawn. Your third move is P. 
lakos B., checking. The black King not being able to move 
3Ut of check must take the Pawn. You now play for your 
fourth move K. B. to Q. 3d, and thus give check-mate, be- 
cause the black King is in check, and cannot move out of 
check. 

The term " check " is used only when the King is placed 
in danger. The Queen, Rook, Bishop, Knight, and Pawn 
may all be attacked and captured, but we never say they are 
checked. There are four kinds of " checks." 1. A siviple 
check, that is, when the King is attacked only by the piece 
which is moved. 2. Check ly discovery, that is, when the 
piece which moves does not check, but unfolds another piece 
which does ; for example, let the black King be at home ; 
then place a white Rook on your K. R. 8th, and a white 
Knight on your K. Kt. 8th. In this position by playing your 
Knight to your K. R. 6th, your R. checks the black King 
by discovery. By playing your Kt. to K. B. 6th, instead of 
to K. R. 6th, we have the third species of check, namely the 
double check, which combines the simple and the discovered 
check. 

The fourth description of check is the perpetual check, of 
which the annexed diagram furnishes an example. This 
occurs when one player can check the other, every move, 
and the check cannot be parried so as to prevent its repeti- 
tion.; then if the first player persist in giving check every 
move, the game must be abandoned as drawn. In the ac- 
companying diagram vou play your Q. backward and forwprv' 
from the square on wtuoh she stands to adversary's K., check- 
ing ; the only means the King has of escaping check is trj 



PERPETUAL CHECK. 



27 



playing the B. backward and forward from K. R. 2d square 
to K. Kt. square. 




The following example given by Walker, is a very strong 
instance of perpetual check. White has but the Queen re- 
maining, against Queen and two Rooks ; the Black too being 
in a position, which threatens White with immediate destruc- 
tion. But White has fortunately got the black K. in check, 
and the latter can only move to one square ; on which. White 
repeats the check on the K. R. file, and Black is forced to 
return to the square he now occupies. White continues to 
check on the same two squares, successively, and Black, 
having no resource, is compelled to abandon the game a? 
drawn. Remember to apply this in play; and whenever 
your adversary has obtained an overwhelming numericaJ 
force, strive to get a perpetual check ; no matter with what 
piece or pieces — if you can but get it. This will enable yoi; 
(o draw the game, and thus to baffle your apparently victori 
'JUS opponent. 



is 



CHESS FOR WINTER EVENINGS. 




A material point at Chess for explanation is the manner 
m which a game may be drawn ; for if neither party wins, 
this will inevitably be the case at every game as well as at 
Chess. If then neither party can give check-mate, the game 
must be drawn, and this may happen many different ways, 
the chief of which are as follows : — 

Firstly, where perpetual check can be given as explained 
above. 

Secondly, where there is not sufficient force left, to enable 
the stronger party to mate, or where there is a strict equality 
offeree. Suppose, for instance, each party has the King only, 
left on the board, the game is drawn ; for as the Kings can 
never attack each other, there remains no force, with which 
the victory can be gained. Again ; each player has the 



DRAWN GAMES. 29 

King and some Pawns ; but the Pawns are locked in together 
and cannot move. Here the Kings only can be played, and 
as neither will remove his King, to allow of his adversary 
turning the flank of his position, the game is drawn. Sup- 
pose, too, there remains on each side, a strict equality of a 
small quantum of force, as King and Rook against King and 
Rook — or King and Queen against Kijg and Queen, — it is 
usual to give up the game as drawn. Or again ; each party 
has a Rook and Bishop, — or one has the Queen and the other 
two Rooks ; it is clearly better, and more courteous, to offer 
to abandon the game here as drawn, than to carry it on, in 
the hope of your antagonist putting a piece in take. 

The King with one Bishop, against the King alone, or the 
King with two Knights against the King alone, do not consti- 
tute sufficient power to give check-mate. The same thing 
holds good as regards the contest between King and Rook, — 
against King and a minor piece, or three minor pieces against 
Queen (sometimes), — Rook and minor piece against Queen, 
— or Rook and Bishop against Rook. The natural result of 
these, and analogous quantities of force, is a drawn ga)ne, ex- 
cept in peculiar positions ; the variety of which rather con- 
firms than invalidates our general proposition. 

The single King makes a drawn j^ame against the King 
and Rook's Pawn, if the single King can get on the same file, in 
front of the Pawn (see Lesson IX. 4th position) ; and the same 
result occurs, should there be two or thi'ee Pawns doubled 
on the Rook's file. Further, should the single Rook's Pawn, 
or the doubled Rook's Pawns, be accompanied beside their 
King, with a Bishop only, of the colour which does not com- 
mand the 8t,h square of the Rook's file upon which the Pawn 
or Pawns range, iflie game will be drawn, if the adverse King 
can get in front of the Pawns oil the same file. The princi- 
ple on which the game is here drawn, is, that you cannot, ir 
eitlier of these cases, maintain a Paivn at the Rook's Tib 



BO CHESS FOR WINTER EVENINGS. 

square, without giving stale-mate. This is highly essential 
to recollect, and serves also to point out, that two Pawns, 
doubled on the same file, are little better than one. The 
beginner will find this paragraph rather obscure ; and will 
do well, should he have the opportunity, to get a player more 
advanced, to explain it practically on the Chess-board. 

Thirdly. — In the code ji laws there is a regulation to 
which the learner is referred for . information concerning 
drawn games, arising from ignorance, as to the stronger 
party knowing how to effect mate, in a certain time. This 
is a provision for cases originating in the circumstance of 
your having sufficient force to effect mate, but not knowing 
how that force should be applied. Thus the Bishop and 
Knight, or two Bishops (with the King) — against the King 
alone — possess the mating poiner ; but it i^ only a skilful 
player who could avail himself of this, so as to win the 
game. In these and analogous situations, if you cannot 
mate in 50 moves, your adversary is justified in demanding 
the dismissal of the game as drawn. 

Fourthly. — Drawn games also arise from both parties 
persisting in playing the same move. The principle on 
which this is done, is similar to that of perpetual check. 
Each party {refers acting on the defensive, to risking the 
loss of the game, by sallying forth from his entrenchments. 
The annexed diagram presents a case of this sort which 
Walker states he saw arise between two good players, in the 
Westminster Chess Club. 

White attacks the Knight with his King, and the former 
cannot move to the square adjoining the King, because it 
would be taken by the Pawn ; the Knight therefore plays 
upon the Rook's file ; White follows the Knight with the 
King, to the Knight's 6th square, and the Knight returns, as 
lis best move, to the square he now occupies. Each party 
persists in the same course of play, and consequently agrees 



DRAWN GAMKS. 



31 




lo dismiss the game as drawn. Black would lose the game, 
were he to allow the Knight to be taken ; and it is therefore 
fortunate for 1 im, that White has not the move in the present 
position. 

Fifthly. — A draw may be obtained by stale-mate. Thig 
occurs when the K. not being actually in check, cannot move 
without going into check, and has no other piece or Pawn to 
move. For example : in the following situation. White by 
playing his K. to K. B. 7th, depi'ives his adversary of all 
power to move ; the black King is not in check, and cannot 
move without getting into check : the further progress of the 
two black Pawns is prevented by the two white Pawns : 
therefore by the incautious play of White, Black is stale 
niated and the game is drawn. 



32 



CHESS FOR WINTER EVENINGS. 




Stale-mate constitutes a drawn game, and is generally 
obtained, by the skilful player, of an inexperienced antago- 
nist, who is so eager, having a numerical advantage, to run 
down hi| prey, that he overlooks this resource on the part of 




VARIOUS KINDS OF MATE. Hd 

nis wily foe. Many situations to^varcls the close of a game 
arise, in which by a judicious sacrifice, the skilful player 
forces stale-mate, and thus draws the game ; as in the forego- 
ing case. 

Here, Black having the move, can force stale-mate, and 
thus draw a desperate game. He checks with Rook, on the 
square before the adverse King, thus giving it away for 
notning, for the white King may take it with impunity. 
But when the King has taken the Rook, White has given 
stale-mate, and Black has gained his object; and if he 
refuse taking it, he must move out of check, and Black takes 
the White Queen. So either way the game is drawn. 

It is impossible to give every case in which a game may 
be drawn. We can only lay down general principles, with 
as much practical illustration as our limits will permit ; and 
it is for the learner to apply such principles as his genius 
and application shall dictate. 

There are also several descriptions of mates. 1. The 
FooVs Mate, which can be given in two moves. The board 
being prepared for play, we suppose you to open the game 
thus: 

White. Black. 

1. K. B. P. two squares. 1. K. P. one square. 

2. K. Kt. P. two squares. 2. Q. to K. R. fifth sq., 

check-mating. 
The second kind of mate is called the ScJwIar's Mate, 
and is sometimes given to beginners in the gam.e ; it is ac- 
complished thus : 





WJiite. 


Black. 


1. 

2. 
3. 
4. 


K, P. two squares. 1. K. 
K. B. to Q.B. fourth sq. 2. K. 
Q. to K. R. fifth sq. 3. Q. 
Q. takes K. B. P., check-mate. 


P. two squares. 

B. to Q.B. fourth sq. 

P.. one square. 



34 



CHESS FOR WINTER EVENINGS. 



A third description of mate is called the Smothered Malc^ 
and can only be given by the Knight. The following pro- 
blem, in which White moving first, is required to give check- 
mate in four moves, will illustrate this description of mate. 




White. 
1. Kt. to K. B. 7th, 



clieck 



Kt. to Q. 6th, checking and 
discovering check. 

Q. to adversary's K. sq., 
checking. 

Kt. to K.B. 7th sq., check- 
mating. 



Black. 

1. K. to K. sq. 

2. K. to Q. sq. 

3. Kt. takes Q. 



KETHOD OF CHECR-MATING WITH THE QUEEN. 



LESSON V. 

METHOD OF CHECK-MATING WITH THE QUEEN. 

We shall now proceed to instruct you in the method of 
« inning the game with your King and Queen, against your 
adversary's King. This is one of the easiest check-mates, 
ihe study of which will, however, materially improve you, 
and enable you to play your King and Queen with advan- 
tage in many situations. In order to effect this check-mate, 
it is absolutely necessary that the adverse King be forced to 
one of the sides of the board, and that your King be brought 
within one square of his — for example : 



FIRST SITUATION. 
BLACK. 




do CHESS FOE, WINTER EVENINGS. 

White having the move can check-mate by playing the 
Q. to adverse K.'s 2d sq., to adverse Q. R. sq., or to adverse 
Q. Kt. sq. : but suppose the Black to begin, still the White 
will check-mate immediately, for Black must play either to 
Q. sq., or to K. B. sq. ; if the former, White will check- 
mate by playing Queen to adverse Q. 2d sq., or to adverse 
Q. Kt. sq. ; and if the latter, by playing her to adverse K. 
B. 2d sq. It appears from this that it is not necessary that 
the two Kings should be exactly opposite each other. But 
suppose the black King, instead of being at his own square, 
were at his Kt.'s sq. ; you- can now check-, nate in two 
moves, if you play properly ; you must not check with your 
Q. at adversary's Q,. R. sq., because he would be able to 
quit the last line, or side of the board, where I have already 
told you he must be forced to move before you can check- 
mate him. It would also be bad play to check with your Q. 
at adv. K. B. 2d sq., because he would move to his Rook's 
sq., and you would be obliged to rem.ove the Q., for if you 
played the K., the game would be drawn, owing to his K. 
being stale-mated. 

What ought I then to play ? 

You should move your King to adv. K. B. 3d sq., and he 
cannot possibly avoid being check-mated the next move b^- 
your playing your Queen to adv. K. B. 2d sq., or to adv. K. 
Kt. 2d pq. — Let us now examine another position, which will 
show you the power the Q. has of forcing the K. to move to 
the opposite side of the board 



METHOn OF CHECK-MATING WITH THE QUEEN. 37 



SECOND SITUATION. 
BLACK. 




In this situation, his King being already on the last lin'e. 
it would be very bad play to check him with your Queen, 
because he would play the K. towards the middle of tlie 
board, and you would have the trouble of compelling liim to 
uhe side. You may check-mate him in two ways. 
In the first place, 





White. 


Black. 


1. 


K. to Q. B. 6th sq. 


1. K. to K. Kt. sq. 


2. 


K. to Q. 6th sq. 


2. K. to K. R. sq. 


3. 


K. to his 6th sq. 


3. K. to K. Kt. sq. 


4. 


K. to his B. 6th sq. 


4. K. to K. B. or K. R. yq 


5. 


Q. check-mates at K. 


B. 7th sq., or K. Kt. 7th sq. 



RS 



CHESS FOR WINTER EVENIMGS. 



This method is very simple, but the other is more mas- 
terly and shorter ; replace the pieces and play, 
In the second place, 

Willie. Black. 

1. Q. to K. R. 7th sq. 1. K. to his sq. (must). 

2. Q. to K. Kt. 7th sq, 2. K to Q. sq. 

3. Q. to K. B. 7th sq. 3. K. to Q. B. sq. 

4. Q.- check-mates at K. 8th sq., or Q. B. 7th sq. 

In this manner you check-mate without moving your K., 
as the power of your Q. enables you to force his K. to move 
towards yours. 

THIRD SITUATION. 




The check-mate, though very simple, would be over 
looked by many young players: some would check at K. B 



METHOD OF CHECK-BIATING WITH THE -QUEEN. 



39 



(Jth sq. ; others would play Q. to her R. 7th sq., and then 
move the K. to his B. 6th sq. ; the proper move is to play 
tlie ^L to K. R. 8th sq., giving check-mate. 



FOURTH SITUATION. 
BLACK. 



^m,. 



m.. ■ ,„- 



s ^S ^S.. 



m mm. 



It is evident, that if his K. were at his own sq., in opp> 
sition to yours, you would immediately check-mate, by play- 
ing your Q. to his Q. Kt. sq. ; by playing in the following 
manner, you force his K. opposite yours, and you check-mate 
fbe following move ; e. g. 

WUie. Black. 

1. Q. to K. Kt. 3d sq. I. [s compelled to play K. 

to his own sq. 

2. Q. to K. Kt. 8th sq., mating. 



JHESS FOR WINTER EVENINGb. 



Observe attentively the first move, which is very usefiii 
n check-mating with a Q,. or Rook ; it is the only move that 
enables you to win in two moves. 

We shall now show you how to force the adverse King 
to the side of the board, which is indispensable before yon 
can check-mate Avith the Queen. 



FIFTH SITUATION. 
BLACK. 




White to move. 
White. Black. 



1. Q. 

2. K. 



to her 5th sq. 
to K. B. 2d sq. 



1. K. to his B. 5th sq. 

2. K. to his Kt. 5th sq. 



METHOD OF CHECK- MATING WITH THE OUEEN. 41 

White. Black. 

a. Q. to K. 5th sq. 3. K. to his R. 5Lh sq,, fof 

if he play to his R. 6th 
sq., you will check- 
mate at your K. Kt. 3d 
sq., or at K. R. 5th. 

4, K. to K. B. 3d sq. 4. K. to K. R. 6th sq. 

5. Q. to K. Kt. 3d sq., or to K. R. 8th, or to K. R. 5th, 

and check-mates. 

In the above position, as the King is nearer to your K. R. 
side of the board than to any other, you should endeavour to 
force him to move towards it, this you effect by playing your 
Queen to his Q. 4th sq. ; had you checked at your K. 2d sq., 
or at Q. Kt. 3d sq., you would have played ill, because he 
would have moved the King into one of the centre squares, 
and he would be as far removed from the side of the board 
as he was at the beginning. Your second move (K. to K. 
B. 2d sq.) prevents his returning to your K. 3d sq., and 
forces him nearer the side of the board, by compelling him 
to move to your Kt.'s file : your third move is much better 
than if you had checked him, because it obliges him to move 
to your R..4th sq. ; had you on the 4th move, pursuing the 
same system, inadvertently moved your Q. to adv. K. B. 4th 
sq., you would have stale-mated your adversary ; as the Q. 
attacks more squares than any other piece, you must be very 
careful when you have to check-mate with the Queen, that 
you do not stale-mate your adversary, by playing her im 
properly. 



CHESS FOE, WIN:ER EVENINGS. 

SIXTH SITUATION. 
BLACK. 




White to move. 



W'hUe. 

1. Q. to her 8th sq. 

2. Q. to her 6th sq. 

3. Q. to her B. 7th sq. 

4. K. toK. B. 2dsq. 

5. K. to K. B. 3d sq. 

6. K. to K. B. 4th sq. 

7. K. to his B. 5th sq. 

8. K. to his B. 6th sq. 



Black. 

1. K. to K. B. 2d sq. 

2. K. to his sq. 

3. K. to K. B. sq. 

4. K. to his sq. 

5. K. to K. B. sq. 

6. K. to K. Kt. sq. 

7. K. to K. B. sq. 

8. K. to his sq., or to K. Kt. sq 



9. Q. check-mates at K. 7th sq., or K. Kt. 7th sq. 



METHOD OF CHECK-BIATING WITH THE QUEEN. 43 

Observe, that you have not given him one check before 
you check-mated him : this Vv^ill show you that it is by no 
means necessary to check frequently with the Queen ,* it is 
often bad play, as the Q., from her peculiar power, is able, 
without the assistance of the King, to force the adverse King 
to one of the angles of the board. Black, on the first move, 
might have advanced towards the centre of the board, in- 
stead of playing to his B. 2d sq. ; the variation we shall 
presently give, will show you how you ought to play in that 
case. You might, on the 4th move, have confined his King 
to his K. Bishop's, K. Knight's, and K. Rook's squares, by 
playing your Q. to her 7th sq., instead of advancing your K., 
but it would have been losing a move, because the moment 
your K. is at his K. B. 6th sq., you will check-mate him, 
whether his K. be at his own sq., or at K. B., K. Kt., or K. 
R. sq. 

- VARIATION. 
White. Black. 

1. Q. to her 8th sq. 1. K. to his 4th sq. 

2. Q. to her 7th sq. 2. K. to K. B. 3d sq. 

3. K. to K. B. 2d sq 3. K. to his 4th sq. 

4. K. to K. B. 3d sq. 4. K. to K. B. 3d sq. 

5. K. to K. B. 4th sq. 5. K. to K. Kt. 3d sq. 

6. Q. to K. 7th sq. 6. K. to K. R. 3d sq. 

7. You should not move Q. to K. B. 7th sq., because you 
would stale-mate your adversary ; you ought to play K. to 
his B. 5th sq., and afterwards check-mate with the Q. at K. 
R. 7t}i sq., or at K. Kt .'s 5th. 



44 



CHESS FOR WINTER EVENINGS. 



SEVENTH SITUATION. 
BLACK. 




In this and similar situations, when your adversary' 
King is already on the last line, endeavour to confine hin; 
there ; in the present instance, your first move should be Q. 
to her Kt. 7th sq., afterwards playing her to her 7th sq., or 
at once moving up King. 

The next position will show you that the Queen alone 
has the power of forcing the adverse King to oni? of iUn 
oomers of the board. 



METHOD OF CHECK-MATING WITH THE QUEEN. 



if) 



EIGHTH SITUATION. 
BLACK. 








WHITE. 






White. 




Black. 


1. 


Q. to her 3d sq. 


1. 


K. to his B. 5th sq. 


2. 


Q. to K. 2d sq. 


2. 


K. to his B. 4th sq. 


3. 


Q. to K. 3d 34. 


3. 


K. to K. B. 3d sq. 


4. 


Q. toK. 4th sq. 


4. 


K. to K. Kt. 4th sq. 


5. 


Q. to K. B. 3d sq. 


5. 


K. to K. Kt. 3d sq. 


6. 


Q. to K. B. 4th sq. 


t).. 


K. to K. Kt. 2d sq. 


7. 


Q. to K. B. 5th sq. 


7. 


K. to K. Kt. sq. 


8. 


Q. to K. B, 6th sq. 


8. 


K. to K. R. 2d sq. 


9. 


Q. to K. Kt. 5th. 


9. 


K. to K. R. sq. 



You will observe by the above moves that the Queen be 
Jng able alone to force the King to an angle of the board, 
you might first effect that, and then bring up your King ir 



46 



CHESS FOR WINTER EVENINGS. 



order to check -mate, but it would take more moves than 
when the King assists the Queen in compelling the K. to the 
side of the board. Do not play your Q. nearer the K. than 
she now is, for if you were on the 10th move to play Q. to 
K. Kt. 6th, you would stale-mate your adversary. 



LESSON VI. 

METHOD OF CHECK-MATING WITH BOTH KOOKS. 

This check-mate is very simple, and may be given witii< 
3ut the assistance of the King. 



FIRST SITUATION. 
BLACK. 



mm. m 



*-»S 



1. 


JDIUCK, 

K. to Q. R. 6th. 


2. 


K. to Q. R. 5th. 


3. 


K. to Q. R. 4th. 


4. 


K. to Q. R. 3d. 


5. 


K. to Q. R. 2cl. 


6. 


■K. to Q. R. sq. 



METHOD OF CHKCK-MATING WITH BOTH ROOKS. 47 

White. 
L. K. R. to K. Kt. 2d, check. 
2. Q. R. to K. B. 3d sq., check. 
3„ K. R. to K. Kt. 4th, check. 
4. Q. R. to K. B. 5th, check. 
.5. K. R. to K. Kt. 6th, check. 

6. Q. R. to K. B. 7th, check. 

7. K. R. to K. Kt. 8th, mate. 

The alternate play of the Rooks, as you will have ob- 
Bcrved by the above moves, forces the King to retire towards 
the last line, Avhere he is ultimately check-mated ; he might, 
however, have given you more trouble had he moved his K. 
differently. Replace the pieces and suppose him to play as 
follows : 

1. K. R. to K. Kt. 2d, check. 

2. Q. R. to K. B. 3d, check. 

3. K. R. to K. Kt. 4th, check. 

4. Q. R. to K. B. 5th, check. 
If you were now to play King's Rook as you did before, 

he would take your Q. Rook ; you therefore play the latter 
away, thus : 

5. Q. R. to Q. R. 5th. 5. K. to K. B. 3d. 
Still you cannot check with K. Rook at K.\Kt; 6th, be- 
cause he would take it ; you therefore play, 

6. K. R. to Q. Kt. 4th. 6. K. to his 3d. 

7. K. R. to Q. Kt. 6th, check. 7. K. to Q. 2d. 

8. Q. R. to its 7th, check. 8. K. to Q. B. sq. 
White cannot check-mate with King's Rook at advei- 

Gary's Q. Kt.'s square, because Black would take it; there- 
lure, 

9. K. R. to Q. Kt. 7th. 9. K. to Q. sq. 
10. Q. R. to his 8th, check-mate. 

The check-mate may, however, be given in a shoitej 
way; thus. 



1. 


K. to Q. Kt. 6th. 


2. 


K. to Q. B. 5th. 


3. 


K. to Q. 4th. 


4. 


K. to his 3d. 



CHESS FOR WINTER EVENINGS. 



White. 

1. Q. R. to Q. Kt. sq. 

2. K. R. to K. Kt. 8th sq. 

3. K. R. to Q. Kt. 8th. 



Black. 

1. K. to Q. R. 6th. 

2. K. to Q. R. 7th. 

3. K. to Q. R. 6th. 



4. K. R. to Q. R. 8th, or Q. R. to his sq., check-mating. 
Even this is not the shortest method of winning : fof 
example, 

1. Q. R. to K. B. 3d sq. 1. K. to Q. Kt. 7th sq. 

2. K. R. to K. Kt. 2d sq., check. 2. K. to Q. B. 8th sq. 

3. Q. R. to K. B. sq., check-mate. 

It is not, however, always necessary to force the King to 
one of the sides of the board, the check-mate can be given 
in the middle of the board, but then it must be with the as- 
sistance of your King ; for example : 

SECOND SITUATION. 
BLACK. 




METHOD OF CHECK-MATING WITH ONE ROOK. 49 

White. Black. 

1. Q. R. to his 6th sq. 1. K. to K. B. 4th. 

2. K. R. to K. Kt. sq. 2. K. to his 4th. 

3. K. R. to K. Kt. 5th sq., check-mate. 

Observe the object of these moves; the first is to pre- 
vent his King from moving back, the K. is therefore confined 
U) the rank on M^hich he is, and the move of the Rook has 
made that rank an artificial side of the board ; the 2d move 
is played to compel the K. to return to his 4th sq., and is the 
only method to enable you to check-mate the next move. 
Should Black for his first move play K. to his Q. 4th, you 
play K. R. to Q. B. sq., also mating next move. 



LESSON VII. 

BIETHOD OF CHECK-MATING WITH ONE ROOK. 

Thcs check-mate is much more difficult than that with 
the Queen, or the two Rooks. By studying the following 
situations, and attending to the remarks we shall make, you 
will soon be able to effect it, and that in a more masterly 
manner than many who have played at Chess for a long 
time. 

It is absolutely necessary, in order to check-mate with 
the Rook, that you force the adversary's King to one of the 
sides of the board ; your own King must moreover be in op- 
position to his, that is, with only one square between them. 
A.S his King may attack your Rook, it will be necessary to 
have your own K. near, in order to guard it, therefore, the K. 
and Rook must co-operate in compelling his King to the last 
line. All this you will clearly understand by attending to 
tlis following situations. 



bO 



CHESS FOR WINTER EVENINGS. 



FIRST SITUATION. 
BLACK. 




By playing the Rook to Q. B. 8th sq., you give check- 
mate ; jn this situation if you had a Q, instead of a R., yov 
could not check-mate in a diiferent manner the first move. 
If your King, instead of being at his R. 6th sq., were at K. 
Kt. 6th, the Rook would still check-mate in the same man- 
ner ; this is owing to his King being in a corner, for if he 
were at his Kt. sq., and your King at his R. 6th, on youi 
checking with R., he would be able to move to his B. 2d sq., 
therefore, except in the corner, your King must be immedi 
ately opposite his, with only one square between them. 



METHOD OF CHECK-MATING WITH ONE ROOK. 



b] 



SECOND SITUATION. 
BLACK. 




"WHITE. 

White to move. 
White. Black. 

1. K. to his B. 6th. 1. K. to his sq. 

2. R. to Q. 4th. 2. K. to K. B. sq. 

3. R. to Q. 8th, and check-mates. 

We have often seer even tolerable players make sis u/ 
eight moves to check-mate in the above situation, and yet it is 
by no means difficult if the powers of the Rook be well un- 
derstood. Your first move is sufficiently obvious, as it forces 
him to continue on the last line ; the second is not quite so 
easy to discover, but if you recollect that it is absolutely 
uecessary that his King should be opposite yours (except in 



52 



CHESS FOR WINTER EVENINGS. 



the corner) you will soon find thai by playing your Rook to 
your Queen's 4th sq., that is, one file heyond his King, you 
force him to play back to his B. sq., and are thus enabled to 
ohcok-naate him the following move. 



THIRD SITUATION. 
BLACK. 




In this situation you may give mate in three moves; 
your first move should be the Rook to any one of the eleven 
sq. it attacks; suppose you move it to Kl Kt. 5th sq., and 
that he moves his K. to K. B. sq. ; as your Rook already 
cx)cupies the file beyond his King, you have only to keep it 
■m that file, and his King will be forced to move in opposition 
CO yours, and then you check-mate him at his K. Kt. sq. ; if 
you refer to the check-mate with the two Rooks, you will 
find a similar situation, one of your R. confining his K. to 



METHOD OF CHECK-MATING WITH ONE ROOK. 



53 



ihe centre of the board, by malting an artificial last line, and 
enabling the other R. to check-mate in the above manner. 



FOURTH SITUATION. 
BLACK. 








WHITE 


. 




"VN'hite to move. 




White. 




Black. 


1. 


R. to Q. R. 7th. 




1. K. to K. Kt. sq. 


2. 


K. to his 2d. 




2. K. to K. B. sq. 


3. 


K. to his 3d. 




3. K. to his sq. 


4. 


K. to his 4th. 




4. K. to Q. sq. 


5. 


K. to his 5th. 




5. K. to Q. B. sq. 


6. 


K. to Q. 6th. 




6. K. to Q. Kt. sq 


7. 


R. to Q. B. 7th. 




7. K. to Q. R. sq. 


8. 


K. to Q. B. 6th. 




8. K. to Q. Kt. sq 


9. 


K. to Q. Kt. 6th 




9. K. to Q. R. sq. 


LO. 


R. to Q. B. 8th, 


check-mate. 



54 



CHESS FOR WINTER EVENINGS. 



In the foregoing position it is not very difficult to give check- 
mate, because the adverse K. is already on the last line, and 
your first move confines him to it. The following situation 
is more difficult, because you have to force him to the lasl 
line ; however, by attentively observing the method of play- 
ing both Kc and R. you will soon be able to check-mate with 
R. from any part of the board. 

FIFTH SITUATION. 




WHITE. 

White to move. 
White. Black. 

1. R. to K. 8th. 1. K. to Q. 4th. 

2. K. to K. Kt. 2d. 2. K. to his Q. 5th. 

3. K. to K. B. 3d. 3. K. to Q. 4th. 

4. R. to K. 4th. 4. K. to Q. 3d. 

5. K. to his 3d sq. 5. K. to Q. 4th. 

o fv Lo Q. 3,i. 6. K. to Q. B. 4th- 



METHOD OF CilECK-MATING WITH ONE ROOK. 



55 





White. 




Black. 


7. 


R. to Q. 4th. 




7. K. to Q. Kt. 4th 


8. 


R. to Q. B. 4th. 




8. K. to Q. Kt. 3d. 


9. 


K. to Q. 4th. 




9. K. to Q. Kt. 4th. 


10. 


K. to Q. 5th. 




10. K. to Q. Kt. 3d. 


11. 


R. to Q. B. 5th. 




11. K. to Q. Kt. 2d. 


12. 


R. to Q. B. 6th. 




12. K. to Q. Kt. sq. 


13. 


K. to Q. B. 5th. 




13. K. to Q. Kt. 2d. 


14. 


K. to Q. Kt. 5th 




14. K. to Q. R. 2d. 


15. 


R. to Q. B. 7th, 


check. 


15. K. to Q. R. sq. 


16. 


K. to Q. R. 6th, 


or Q. 






B. 6th. 




16. K. to Q. Kt. sq. 


17. 


K. to Q. Kt. 6th 




17. K. to Q. R. sq. 


18. 


R. to Q. B. 8th, 


check-mate. 




SIXTH SITUATION. 






BLACK. 




56 CHESS FOR "WINTER EVENINGS. 

In this situation you may check-mate in four mo\es, with 
out moving your King more than once : e. g. : 

White to move. 
White. .Black. 

1. K. to Q. B. 6th. 1. K. to Q. R. 3d, or (A) 

2. R. to K. R. 6th. 2. K. to Q. R. 2d, or Q. R. 40t. 

3. R, to K. R. 8th sq. if the black King be at Q. R. 2cl, 
or R. to K. R. 4th sq., if the black King be at Q. R. 4th; in 
both cases the Rook is one file beyond that on which the black 
King is ; the Black is therefore compelled to play to Q. R. 
3d sq., and you check-mate him with your Rook at his Q. 
R. sq., or at your Q. R. 4th. 

(A) 

1. K. to Q. B. 6th. 1. K. to Q., R., or to Q. Kt. sq. 

2. R. to K. Kt. 8th, 

check. 2. K. to Q. R. 2d. 

3. R. to K. R. 8th ; by remaining on this file, you com 
pel him to play to Q. R. 3d sq., and consequently you check, 
mate him the next move with your R. at Q. R. 8th. 

You may also check-mate in four moves, beginning with 
the Rook, but this we shall leave you to discover yourself. 



CASTLING. '}! 



LESSON VIII. 

OASrUNG SOBIE PECULIAKITIES OF PAWN-PLAY PAWN TAKRS 

P. "en passant^' — centre pawns — doubled pawns — 

PASSED PAWNS ISOLATED PAWNS ADVANCING A PAWN TO 

QUEEN PROBLEM ILLUSTRATIVE OF QUEENING A PAWN 

FORKING WITH PAWN OR KNIGHT THE EXCHANGE. 

Although the move of the King is limited to one square 
t a time, yet, by a peculiar privilege, which under certain 
conditions, may be exercised once during the game, a com- 
pound move is allowed, whereby the King moves over two 
squares. This compound move is made by playing K. R. 
or Q.. R. up to the K., and then placing the K. on the other 
side of the R. thus moved. This is called Castling, or to 
Castle the King, and its object is generally to secure the 
royal piece a place of greater safety, as also to bring a Rook 
into play. Sometimes, however, a player castles in order to 
escape from an attack, and, in such case he will castle on his 
King's side, i. e., with K. R. ; or, on his Queen's side, i. e., 
with Q. R., as may best suit his purpose. 

The conditions under which Castling is allowed, are as 
follows : — 

1. The King must not be in check. 2. The K. must not 
have been moved. 3. The Rook must not have been moved. 
4. There must be no piece, either of your own or of your 
adversary, between the K. and the R. 5. The King must 
not pass over, or to any square, attacked by one of your ad- 
versary's pieces or Pawns. 

The following diagram will serve to illustrate the impor. 
tant operation of Castling. 



58 



CHESS FOR WINTER EVENINGS. 




In this position, supposing neither your King nor Rooks 
have been moved during the game, you are at liberty to cas- 
tle either with your K. R. or your Q. R. To castle with 
your K. R., or, on your K. side, you first play your K. R. to 
K. B. sq., and then place your K. on K. Kt. sq. ; this com- 
pletes the operation of Castling. To castle on your Q. side, 
or with Q. R., you first play that piece to Q. sq., and then 
place your K. on Q. B. sq. Observe that, although your Q. 
R. is under the attack of your adversary's K. B., and 
although your Q. Kt. sq. is commanded by his Q. B., yet 
you can still castle on your Queen's side, because the law 
which forbids the King, in castling, to pass over any square 
■attacked by one of your ad\-ersary's pieces or pawns, is lim- 
itfd to the King only, and does not apply to the Rook. 



PAWN TAKES P. " EN PASSANT." 59 

You will observe that your adversary cannot castle on 
his K. 'side, because the K. B. sq., over which his K. must 
pass, is commanded by your Q. B., and the K. Kt. sq., to 
which he must pass, is commanded by your K. B. Nor can 
he castle on the Q. side, because his Q. R. has been moved. 

There are several peculiarities respecting the Pawns, 
•vilh which you must become acquainted. Young rlayery 
are apt to imagine that, because the supply of Pawns is lib- 
eral, and their value much less than that of the pieces, 
they need not be greatly regarded. But the fact is, that to 
play the Pawns well is almost the same thing as to play 
Chess well : it is the most refined and difficult part of the 
game, and Philidor owed much of his excellence to the sur- 
passing skill with which he manoeuvred his Pawns. We 
shall have abundant examples of the value of Pawns here- 
after ; at present, our information will be confined chiefly to 
some of their technicalities. 

The names of the Pawns, K. P., Q. P., K. B. P., &c., 
you are already acquainted with ; other terms are in fre- 
quen'; use, such as Pawn takes " en passant y" Centre Pawns ; 
Doubled Pawn ; Passed Pawn ; Isolated Pawn ; to Queen a 
Pawn ; or, to advance a Pawn to Queen ; to fork with a 
Pawn. 

With respect to the first term, P. takes P. en passant, you 
known that the move of the Pawn is limited to one square 
forward when not capturing", and to one square obliquely for- 
ward when it captures. It has also been stated, that the 
Fawn is allowed to move, either one or two steps forward, at 
\\s first move ; but when, in moving two steps, it passes over 
a square attacked by one of your adversary's Pawns, he has 
the option either of allowing the Pawn to be moved to its full 
extent, or of capturing it with his Pawn, just as if you had 
moved your Pawn but one square. This being a point very 
little understood by beginners, we shall illustrate it by a dio- 
r:-ani 



00 CHESS FOR WINTER EVENINGS. 

BLACK. 




In this position you may move Q. P. one sq. or two sc, — 
if you move it only one sq. it can evidently be captured by 
either pawn — and if you move it two squares, it is optional 
wifh your adversary to capture it with either Pawn, just the 
same as if you had moved the Pawn but one sq., in which 
case he will remove your Pawn- from the board, and seat one 
of his Pawns at your Q. third square. 

In the same position, White's King's R. P. is also un 
moved ; but should you think fit to push it two sq., it cannol 
be captured by the adverse Pawn, because in this case, i* 
does not cross a square commanded by that Pawn ; of whicl 
It is already "en prise " (in take). The difference is easil) 
perceptible. Remember that a Pawn may be taken "en 
vassanl " only by a Pawn and not by a piece ; and that the 



i'ASSED PAWNS ISOLATED PAWNS. Gl 

privilege ceases, unless advantage be taken of it at the very 
next move. 

The term " Centre Pawns" is usually applied to the K. 
P. and Q. P. The best position they can occupy at the be- 
ginning of the game is the centre of the board, viz., K. ith 
and Q. 4th sq. ; but against good play, much skill is required 
in maintaining them in this position. 

When one Pawn stands before another on the same file, 
and both belong to the same player, it is called " a doubled 
Pawn." In the diagram illustrative of Castling, you have a 
doubled Pawn at your Q. Kt.'s 4th, and your adversary las 
one at his Q.. R. 4th sq. 

A passed Pawn is one which has no adverse Pawn in 
front of it, either on the same file, or advancing towards it 
on either of the adjoining files. Suppose you have a Pawn 
on your K. B. file, and your adversary has no Pawn, either 
on his King's file, or K. Kt.'s file, your Pawn is then said to 
be passed. Such a Pawn is very valuable, because, in order 
to prevent it from being advanced to Queen, your adversary 
must oppose or capture it with a piece ; in which case, if 
your Pawn be properly defended, you win a piece for a Pawn. 

When a Pawn is entirely separated from other Pawns, it 
is said to be "isolated." You must be careful how you 
allow your Pawns to become isolated, because when in this 
condition they can be defended only by pieces ; and these 
ought to be used rather as active warriors than as passive 
sentinels. A skilful player, however, will often be willing 
to isolate a Pawn, if, at the same time, he " passes" it. 

When a Pawn is advanced to the eighth square of the 
file, it is said to be " Queened," in which case you remove il 
from the square, and place thereon a piece in its stead. 

The following problem will illustrate the advantage of 
the passed Pawn, and serve to remind you of a fact of which 
amateurs are frequently ignorant, i. e. that in queening o 



R2 



CHESS FOR WINTER EVENIN&s. 



Pawn, such Pawn need not necessarily be exchanged for a 
Queen. You may claim a Rook, or a Bishop, or a Knight. 
And this privilege is allowed even though all the pieces re- 
main on the board. "It follows, therefore, that you may have 
two or more Queens, and three or more Rooks, Bishops, or 
linights. Remember that the promotion of the Pawn is the 
immediate consequence of its attaining the eighth square. 
A move cannot be played until this promotion is made. 

In the following problem, if Black have the move, he can 
check-mate you immediately, or, "on the move," as it is 
called. Endeavour to find out how he can do this. But 
White having to move, you can force the mate in three 




aioviis. You first sacrifice your Bishop in order to get the 
adverse King into such a position that the mate can bu eiTected 



FOTIKING WITH QUEEN OR KNIGHT THE EXCHANGE. 03 

in the shortest way. Therefore, by checking with the B. at 
Q. Kt. 6th, the King has the choice of moving to his Q. R. 
sq. or of capturing your B. If he move to his Q. R. sq., 
your advanced Pawn moves to Queen, becomes a Queen, and 
gives check-mate. His best move (when acting on the de- 
fensive, that which will prolong the game is generally called 
he best move), is to take the B., which he does accordingly. 
Now. although a Queen is the most valuable piece to get in 
exchange for a Pawn, yet it is not always the most advan- 
tageous. In the present case, if you claim a Queen for your 
Pawn, she will be of no use to you, because she does not give 
check, and your adversary can mate you ii you cease to 
check him. To check him, by playing your Rook to Q. B. 
sixth is of no use, because the Rook can be captured by K. 
or by Q. You, therefore, queen your Pawn, and instead of 
claiming a Queen, you take a Knight, which thus gives 
check. He cannot capture the Kt., and has only one vacant 
square to which his King can move, because you will observe 
that your newly created Kt. not only checks the K. at his 
Q. Kt. 3d, but also commands his Q. R. 2d. His King must, 
therefore, move to Q. R. 4th sq., when you can mate him 
immediately by a move which you will readily discover. 

The following diagram illustrates a power which belongs 
to the Pawn and the Kt., of attacking two men at once : this 
is called forking them. For example, by playing your Kt. 
to K. 7th, you fork your adversary's King and Rook. He 
must move his King out of check, and you capture the Rook : 
should he retake with his B., you are then said to w'n the ex- 
change, a term which is used when you gain a Ronk ia 
exchange for a Knight or Bishop. 



64 



CHESS FOR WINTER EVENINGS. 




The power of forking also applies to the Pawn. In this 
diagram, by playing Q. B. P. two sq., you fork his Kt. and 
B. : he cannot save both, and must either lose his Kt. by 
moving away his B., or, by taking the P. lose his B. for a P. 



LESSON IX. 



GiJINING THE OPPOSITION A KING AND PAWN AGAINST A KING. 



Before proceeding to instruct you how to win the gamt 
vvhen you have a King and Pawn against your adversary'^ 
King, or if you have the King only, how to draw ; it will bt 



GAINING THE OPPOSITION. 



65 



necessary to teach you what is meant by having or gaining 
the opposition, as it is commonly termed : many a game is 
bsl, which would otherwise be drawn, from not understand- 
ing how to gain the opposition with the King, and yet it is not 
by any means very difficult. 

As one King cannot attack the other, it follows, of coursf^, 
that there must always be at least one square between the 
two Kings ; hence, the following situations will show that Jio 
K. has considerable power in preventing the advance of the 
adverse King, and in cutting him off from the occupation of 
many squares ; for example : 



FIRST POSITION. 
BLACK. 




In this position it is clear that your King prevents the 
Black from playing his K. to the second rank, nor can hf 





Black. 




White. 


J. 

2. 
3. 


K. to Q. sq. 

K. to Q. B. sq. 

K. to Q. Kt. sq., &c. 


1. 

2. 
3. 


K. to Q. 6th sq. 
K. to Q. B. 6th sq. 
K. to Q. Kt. 6th sq., 


1. 
2. 


or, 
K. to K. B. sq. 
K. to K. Kt. sq., &c. 


1. 

2. 


K. to K. B. 6th sq. 
K. to K. Kt. 6th sq. 



86 CHESS FOR WINTER EVENINGS. 

ever play to that rank if he have to move first, in which 
case you are said to have the opposition ; but if you Were to 
move first, he would have the opposition, and would be able 
to play to the second rank ; for instance : 



&c. 



&c. 

It is evident that his K. cannot quit the side of the board, 
because you always oppose him. But suppose you begin. 

White. Black. 

1. K. to Q. 6th sq. 1. K. to K. B. 2d sq. 

or, 

1. K. to K. B. 6th sq. 1. K. to Q. 2d sq. 

Here he is able to quit the side of the board, because you 
were obliged to give up the opposition, having the first move. 
If it were an object to the Black to prevent your King from 
advancing, he would easily do it if you begin, but not so if 
he begin ; for example : 

WTiite. Black. 

1. K. to Q. 6th sq. 1. K. to Q. sq. 

' 2. K. to Q. B. 6th sq. 2. K. to Q. B. sq., and so on. 

But if he begin you will easily advance. 
■ Black. White. 

1. K. to Q. sq. 1. K. to K. B. 7th sq., and afterwards 
to K. B. 8th, or K. Kt. 8th. 
jr, 

1. K. to K. B. sq. 1. K. to Q. 7,h sq. &c. 



GAINING THE OPPOSITION. 



67 



The above may be called a close or near opposition ; a 
remote opposition is that in which there are several squares 
between the two Kings ; for example, suppose the black King 
to be at his square, and the white King at his 4th sq. ; here 
are three squares between the Kings instead of one, and who 
ever moves first, loses the opposition. 



SECOND POSITION. 
BLACK. 




WHITE. 



Here the opposition is still more remote, there being five 
squares between the two Kings ; whoever moves first. cannot 
pl?.y his King to any of the squares between white King's 
Rook's fifth sq., and white Queen's Rook's fifth sq., unless' 
his adversary permit him, neither can of prevent the other 



68 CHESS FOR WINTER EVENINGS. 

from playing to that line ; for example, suppose the White 
begin. 

White. Black. 

1. K. to Q. 3d sq. 1. K. to Q. 2d sq. 

2. K. to B. 4th sq. 2. K. to B. 3d sq. 

3. K. to Q. 4th sq. 3. K. to Q. 3d sq. 

4. K. to his 4th sq., &c. 4. K. to his 3d sq., &c. 

It is evident that White cannot advance ; it is also 
equally certain that whatever White may now play, Black 
can advance ; for example : 

5. K. to B. 4th sq. 5. K. to Q. 4th sq. 
or, 

5. K. to Q. 4th sq. .5. K. to B. 4th sq. 

Suppose Black to begin. 

1. K. to B. 2d sq. 

If you were to play King to B. 2d sq. you would lose the 
opposition ; for example : 

1. K. to B. 2d sq. 

2. K to B. 3d sq. 2. K. to B. 3d sq. 

3. K to B. 4th sq. 

It being now your turn to play, you have lost the oppo- 
sition ; instead of playing as above, you ought to have moved 
as follows, and you would have retained the opposition : 

Black. White. 

1. K. to B. 2d sq. 1. K. to B. 3d sq. 

2. K. to Kt. 3d sq. 2. K. to Kt. 4th sq., &c. 

As a general rule, recollect that when the number of 
3auares between the two Kings is even, then he who begins 
first, gains the opposition ; but if the number be cdd, the first 
player loses it. 



GAINING THE OPPOSITION. 



THIRD POSITION. 

BLACK. 




WHITE. 

In this situation, if it were your move, it is evident from 
what has been already shown, that your adversary can pre- 
vent your King from occupying any of the lines beyond that 
on which he is at present placed ; but suppose the black 
were to begin, he cannot prevent your moving your King, 
either to black K. R. 2d sq., or to black Q. R. 2d sq., he 
may prevent which he pleases, but he cannot prevent both, 
and if the winning of the game depended on your occupy- 
ing one of these two squares, your adversary would of course 
'ose. Suppose he play as follows : 

Black. White. 

1. K, to K. B. 3d sq. I. K. to Q. 5th sq., then to Q. B. 
6th,Q. Kt. 7th, and Q. R.7th. 



70 CHESS FOR WINTER EVENINGS. 

Or suppose he begin with, 
1. K. to Q. 3d sq. 1. K. to K. B. 5th sq., then to K. 

Kt. 6th, and K. R. 7th. 
But it is rather more difficult if he play, 

1. K. to his 2d sq. 1. If you were to play to K. B. 

5th sq., or to your Q. 5th 
sq., you would lose the oppo- 
sition, because he might play 
K.toK.B.2dsq., ortoQ.2d 
sq., and you would be pre- 
vented from passing the line 
between the two kings, and 
consequently would never 
be able to occupy either his 
K. R. 2d sq. or Q. R. 2d 
sq. : you should play as fol- 
lows — K. to his 5th sq. 
By this move you keep the opposition, and force his K. 
to move to K. B. sq. or K. B. 2d sq., in which case, you 
play your King to your Q. 6th sq., and in three moves, you 
wiU occupy his Q. R. 2d sq. ; or if he move to Q. sq., or 
to Q. 2d sq., you play your King to your K. B. 6th sq., and 
in«two moves to his K. R. 2d sq. ; but if he play, 

2. K. to his sq. 2. You must not play K. to Q. 

6th sq. or to K. B. 6th sq., 
because he would gain the 
opposition as before, you 
ought to move 
K. to K. 6th sq. 

3. Is compelled to move either to K. B. sq. or to Q. sq., 
and by playuig in the former case to Q. 7th sq., and in tho 
latter to K. B. 7th sq., you will be able to occupy eithei hiri 
K R. 2d sq. or his Q. R. 2d sq. 



KING ANB PA-^v-N AGAINST KING. 



71 



We fjhill now proceed to a few easy positions of King 
and Pawn ag-iinst a King. 



FIRST POSn:(iN. 




In this position the winning oi 
Irawing the game depends en- 
tirely on the first move ; if White 
begin, he will win ; but if Black 
begin, the game will be drawn. 
Suppose White begin : 

1. P. onesq. 1. K. to Kt. 2d sq 

2. K. to his 7th sq. 

And afterwards advancing the 
Pawn makes a new Queen and 
wins easily. Suppose Black be- 
gin, he plays 
1. K. to his sq. 

Gaining the opposition, on which 
depends the fate of the game ; 
for had he played to Kt. sq. you 
would have played K. to his 7th 
sq., and afterwards in two moves, 
have queened your Pawn. 



Black. 
2. K. to B. sq. 



In the first place, 

WhUe. 
1. P. advances checking. 



If you move to B. 6th sq., the Black is stalemated; \t 
you move to any other sq., Black takes your Pawn : the ganie 
is consequently drawn. 



7:2 CHESS FOR WINTER EVENINGS. 

. In the second place, 
Black. Wlute. 

1. K. to his 5th sq. 

2. K. tc B. 2d sq. 2. K. to B. 5th sq. 

3. K. to B. sq. 

If he had played any other move he would have lost, see 
(A) and (B) : by playing to K. B. sq., he is able to gain the 
opposition should you move the King either to his 6th sq. 
or to K. Kt. 6th sq., without which he could not draw the 
game. 

3, K. to Kt. 6th sq. 

4. K. to Kt. sq. 4. K. to B. 5th sq. 

He may play the King back, ready to resume the oppo- 
sition as before, or he may play the King directly before the 
Pawn : we recommend the latter, because in no way can it 
be wrong, and it is easier to recollect ; therefore, 

5. K. to B. 2d sq. 5. K. to his 5th sq. 

6. K. to B. sq. 

Ready to resume the opposition if you should play King 
to his 6th sq. ; any other move would lose the game, see (C), 
(D), (E). 

6. K. to his 6th sq. 

The position is now the same as at the beginning ; and 
Black having to move draws the game in the manner already 
shown. 

(A) 
3. K. to his sq. 3. K. to his 6th sq. 

You gain the opposition, and wherever he play, jou ad- 
vance the Pawn, and win as before. 

(B) 
3. K. to Kt. sq. 3. K. to Kt. btn sq. 



KING AND PAWN AGAINST KING. 73 

If he play K. to K. B. sq., you should advance the Pawn : 
'>ut if he play 

4. K. to R. sq. 

you must not play the Pawn, because Black would be stule. 
mated ; you play 

4. K. to B. 7th sq. 

5. K. to R, 2d sq. 5. K. to his 7th sq. ; and ai- 
terwards, in two moves, the Pawn becomes a Queen. 

6. K. to Kt. 3d sq. 6. K. to his 6th sq. 

7. K. to R. 2d sq. 7. K. to his 7th sq., and Jn 
Iwo moves the Pawn becomes a Queen. 

. (D) 

6. K. to Kt. sq. 6. K. to his 6th .sq. 

7. K. to B. sq. 7. P. one sq., &c., as before. 

(E) 
6. K. to hi'' sq. 6. K. to his 6th sq., gaining 

the opposition as before. 

In the above example you will observe, that when the 
Pawn, on reaching the 7th sq., does not give check, it wins the 
game ; but if it check, the game is drawn : this is a general 
rule. This position will also teach you the great advantage 
yt' gaining the opposition with your King. 



14 



CHESS FOB WINTER E^ ENINGS. 



SECOND POSITION. 



In this position, if you have 
the move you may win, agreea- 
bly to the general rule, namely, 
when you can play your King to 
the Pawn's 6th square, in front of 
the Pawn (it matters not whether 
your Pawn is one or more squares 
behind the King), yoii invariably 
win : here the Pawn's 6th sq. is 
the King's Bishop's 6th sq., you 
therefore having the move, pky 
as follows : 

White. 
1. K. to K. B. 6th sq. 

Black. 
1. K. to Kt. sq. 
White. 

WHITE 2. K, to his 7th sq., and after- 

wards you play the Pawn on and Queen forcibly. If he had 
played the K. to his own sq., you should have moved your 
Kifig to Kt.'s 7th sq., and then the Pawn. But if Black havo 
the move, he can prevent your ever being able to play youi 
King to the Pawn's 6th sq., and consequently can draw the 
game ; for example, 






Black. 




White. 


1. 


K. to his 2d sq. 


I. 


K. to B. 4th sq. 


2. 


K. to B. 3d sq. 


2. 


K. to Kt. 4th sq 


3. 


K. to B. 2d sq. 


3. 


K. to Kt. 5th sq 


4. 


K. to Kt. 2d sq. 


4. 


P. checks. 


5. 


K. to B. 2d sq. 


5. 


K. to B. 5th sq. 


6. 


K. to B. sq. 







KING AND PAWN AGAINST KING. 



75 



Any other move loses the game : but here he is able to 
oppose your King on whichever side of the Pawn you play 
it ; for example, 

Black. White. 

6. K, to his 6th sq. 
7. K. to his sq. 

If you advance the Pawn, it will give check, and the 
game will be drawn as already explained ; if you move the 
King, he will play to B. 2d sq., &c., and also draw the game. 

THIRD POSITION. 



In this position the game will 
be drawn, it matters not which 
party begin : if the White were 
to move King to his own 5th sq., 
or to K. B. 5th sq., it is evident 
Black would gain the opposition 
by playing King to his own 2d 
sq. or to K. B. 2d sq., and after- 
wards play in the manner already 
shown. If White were to play 
the King to any other square, 
Black would play King to B. 2d 
sq., ready to oppose the King„ to 
whichever side of the Pawn he 
may be played. 

But if Black begin, it is not 

obvious what his first move ought 

to be ; for if he play King to his 

WHITE. 2d sq. or to B. 2d sq., you will 

ain the opposition by playing your King to his 5th sq., or to 

K. B. 5th sq., and thus win the game, as will be proved 

presently. If he play King to Kt. sq., or to Kt. 2d sq., he 

wir. also lose. See No. 3. 




76 CHESS FOR WINTER EVENINGS. 

The proper move for Black must evidently be that which 
will enable him to oppose your King, should you advance it ; 
and the only square from which he can io that is his King's 
square. He therefore plays 

No. 1. 
BUck. While. 

] . K. to his sq. 1. K. to his 5th sq. 

2. K. to his 2d sq. 2. K. to B. 5th sq. 

3. K. to B. 2d sq. 3. K. to Kt. 5th sq. 

4. K. to Kt. 2d sq. 4. P. one sq. 

5. K. to B. 2d sq. 5. P one sq. 

6. K. to B. sq. 6. K. to Kt. 6th sq. 

7. K. to Kt. sq. 7. K. to Kt. 5th sq. 

8. K. to B. 2d sq. 8. K. to B. 5th sq. 

9. K. to B. sq. 9. K. to his 6th sq. 
10. K. to his sq., &c., Draws. 

No. 2. 

1. K. to his 2d sq. 1. K. to his 5th sq. 

2. K. to B. 2d sq. 2. K. to B. 5th sq. 

3. K. to his 2d sq. (A). 3. K. to Kt. 6th sq. 

4. K. to B. sq. (B). 

•It is evident, according to the general rule, that you can 
win the game, inasmuch as you can play your King to the 
Pawn's sixth square (K. B. 6th sq.), but it is not absolutely 
necessary that you should do so, as you may win the game 
sooner by playing 

4. P. one sq. 

If ne play K. to his own or to his 2d sq., you will play 
K. tw Kt. 7th sq., and then advance the Pawn to Queen: 
therefore he plays 

5. K. to Kt. sq. 5. P. one sq. 

G. K. to B. sq. 6. P. one sq. and wins. 



KING AND PAWN AGAINST KING. 77 

(A) 
Black. White. 

3. K. to Kt. 2d sq. 3. K. to his 6th sq. 

4. K. to Kt. sq. 4. K. to his 7th sq. 

5. K. to Kt. 2d sq. 5. P. one sq. 

6. K. to Kt. sq. 6. P. one sq., &c. 

(B) 

4. K. to his 3d sq. 4. P. checks. 

5. K. to his 2d sq. 5. K. to Kt. 7th sq., and after- 

wards advances the P. as 
before. 

No. 3. 
Black. 

1. K. to Kt. sq. 

If you were to play King to B. 5th sq., he would draw 
.he game by opposing your King at B. 2d sq. ; therefore. 

White. 
1. K. to his 5th sq. 

2. K. to B. sq. 2. K. to B. 6th sq. 

3. K. to his sq. 3. P. one sq. 

4. K. to B. sq. 4. K. to his 6th sq. 

5. K. to hi? sq. 5. P. one sq. 

6. K. to B. sq. 6. P. one sq., and it does not 

check, you win the game. 

A King and either of the Rook's Pawns cannot win if the 
adversary's King can be played to the corner towards which 
Jie Pawn is proceeding ; for example, 



78 



CHESS FOR WINTER EVENINGS. 



FOURTH POSITION. 
BLACK. 




White to move. 

1. K. to B. 5th sq. 

The easiest way of drawing tliia 
game is, to play the King to and from 
the corner, for whether the Pawn check 
or not, on reaching the 7th sq. the game 
will be drawn ; therefore : 

1. K. to R. sq. 

2. K. to Kt. 6th sq. 2. K. to Kt. sq. 

3. P. one sq. 3. K. to R. sq. 

If you advance the Pawn, Black 
will be stale-mated ; if you play any 
other move, he will repeat the above 
moves. 

It occasionally happens that the 
King can draw the game against a 
Rook's Pawn, even though he cannot 
reach the corner ; for example : 



FIFTH POSITION. 

BLACK. 




Black to move. 

1. K. to B. 3d sq. 1. K. to R. 7th sq. 

2. K. to B. 2d sq. 2. K. to R. 8th sq. 

3. K, to B. sq. 3. P. one sq. 

4. K. to B. 2d sq. 4. K. to R. 7th sq. 

5. K. to B. sq. 

If vou play King to Kt. 3d sq., he 
will play K. to Kt. sq., and afterwards 
to Rook's sq., &c. ; and if 

5. K. to R. 8th sq. 

6. K. to B. 2d sq. 6. P. one sq. 

7. K. to B. sq., and White is stale- 
mated. 



KING AND PAV7N AGAINST KING. 



79 



You will observe that the principle of drawing this game, 
consists in preventing the White from quitting the Rook's 
file, which he can never do without allowing Black to play 
to the corner. 

We shall conclude this lesson with a very improving situ- 
a:ion, in which White draws with one Pawn against two, 
t'ffhcting this hy strict adherence to the rules we have estab- 
Lshcd for gaining and retaining the opposition. 



SIXTH POSITION. 

BLACK. 




In this position, if Black have the move, he will forcedly 
Queen his K. Kt. P. ; but if White have the move, he will 
draw the game by the following mode of play : 



80 CHESS FOR "WINTER EVENJNGS. 

White to move and draw. 



1. 


K. to Q. B. 3d. 




1. 


K. to Q. B. 2d. 


2. 


K. to Q. 3d. (h) 




2. 


K. to Q. 3d. 


3. 


K. to Q. 4th. 




3. 


K. to K. 2d. 


4. 


K. to K. 3d. 




4. 


K. to K. B. 2d. 


5. 


K. to K. B. 3d. 




5. 


K. to K. Kt. 2d, 


6. 


K. to K. Kt. 3d. 


(«) 


6. 


K. to K. R. 3d. 


7. 


K. to Kt. 4th. (d 


:) 







(a) 



(a) If he push P., K. will overtake it. 

(b) Had you played K. to Q,. 4th sq., he would have won by play- 
iiig K. to his Q. 3d sq., you being compelled in such case to abandon 
Q,. 4ih sq. in order to support P., whereupon by moving K. to Q. B. 
4th sq. he forces you to abandon the Pawn, after the capture of 
which he easily Queens one of his Pawns. At move 2d, you play 
K. to Q,. 3d sq. to gain what may be termed the afler-move, reserving 
thus the faculty of playing K. to Q. 4th sq., only when your adver- 
sary plays K. to his Q,. 3d. You thus maintain the opposition, con- 
stantly moving your K. one square's distance from his, so long as he 
remains on the same line. Should he retreat, you must be careful 
not to advance ; in such case you also retreat K., advancing when 
he advances and retreating when he retreats, in readiness thus to 
occupy at the proper time, the proper square for maintaining the 
opposition. By any other course of play you would evidently lose. 

(c) Had you played K. to K. Kt. 4th, you would have lost the 
after-move and the opposition, and consequently the game. 

(d) As he advances you advance also, and as next move he must 
forcedly retreat, you will retreat also, thus effectively maintaining 
the opposition and drawing the game. By following this course of 
play it is evident you will always be able to play K. to Q,. 4th 
whenever your adversary plays his to his Q. 3d. 

As we have said above, this situation is a very instructive 
and improving one. We advise the young student to examine 
it attentively in all its bearings, manoeuvring the Kings in 
difFerent ways, in order to render himself familiar with the 
\ rinciple upon which this and other positions analogous may 



PAWNS AGAINST PAWNS. 



SI 



LESSON X. 



PAWNS AGAINST PAWNS. 



In this lesson we shall examine some easy situation^i uf 
Pawns opposed to Pawns, premising that whenever the posi- 
tion of the Kings is not given, you are to suppose them too 
far removed from the Pawns to be of any use in playing them, 
or that they are in such situations that they cannot move 
without the loss of the game. A King may also be so cir- 
cumstanced as not to be able to move at all, as in the an- 
nexed Second Position. 



A Faton against a Paion — The two Pawns on the same file 

and not passed. 

FIRST POSITION. 



This is a very simple situation, and if neither 
party had any other piece to move, the game would 
of course be drawn, as neither Pawn can pass the 
other, it being immaterial which begins. But if 
there were other pieces on the board, it may be of 
great importance who has the move ; for example, 
suppose the situation as follows : 



62 



CHESS FOR WINTEK EVENINGS. 



SECOND POSITION. 
BLACK. 




The winning or drawing the game in this position depends 
entirely upon who is to begin ; if you play first, the game 
will be drawn ; if your adversary, you will win. Suppose 
then that you begir. as follows : 

1. Q. R. P. one. 1. Q. R. P. one. 

2. Q. R. P. one. 2. Q. R. P. one. 

Had you begun with Q. R. P. two sq., Black would have 
played the same, and the position would be like the present. 
You are now compelled to move one of the other Pawns ; foz 
example, 

3. Q. P. one. 3. K. takes Q. P. 

4. K. B. P. one. 4. K. to K. 2d sq. 

5. K. P. one. 5. K. to K. B. sq. 



PAWNS AGAINST PAWNS. 83 

6. K. P. checks. 6. K. takes P. 

7. P. becomes Q,. and checks. 7. K. takes Q., and the game 

is drawn, as White is stale- 
mated. 
Bui suppose Black begin as follows : — 

1. Q. R. P. one ; if he move 1. Q. R. P. one. 

it two squares you move 
yours also two squares. 

2. Q. R. P. one. 2. Q. R. P. one. 

3. K. to Q. 2d sq., or to K. 3. K. B. P. one, or Q. P. one, 
B. 2d. and afterwards advances 

the P. to Queen. 
If Black's Q.. R. P., instead of being at Q. R. ^d sq., 
had been at Q. R. 3d sq., you would win whether you begin 
or not ; this is owing to the power your own Q. R. P. has of 
moving one or two squares, and by this means of gaining the 
move ; if you begin you must play your P. one sq. only ; if 
you be second player you must advance it two squares, and 
the position will be as above. If, on the oth<)r hand, your P. 
were advanced one sq., and his unmoved, he would draw the 
game whether he begin or not, because he could gain the 
move in like manner with his P. 

THIRD POSITION. 

(See next Diagram.) 

In this situation you will win whether you begin or not ; 
this is owing to your King having the power of moving, which 
his has not ; it is, however, by no means indifferent whether 
you begin with the King or with the P. ; if with the latter, 
you cannot win the game ; for example : 

1. Q. R. P. one. 1. Q. R. P. two. 

2. If you move the P., his K. 
will be stale-mated, and if 

you play K. to B. Gth 2. Q. R. P. one. 



34 



CHESS FOR WINTER EVENINGS. 



3. If you return to K. Kt. 6th, Black will be stale-mated ; 
if you play elsewhere, you will lose K. Kt. P., and though 
you can gain his Q. R. P., yet you cannot win the game with 
yours. 




Suppose you had begun as follows : 

1. Q. R. P. two. 1. If he were to play the same 

he would lose ; therefore, 
Q. R. P. one. 

2. K. to his B. 6th. 2. Q. R. P. one, and the posi 
tion is the same as before, except that your P. is advanced one 
r^pp further, which, however, makes no difference in the result. 
This shows you that by playing the P. one or two squares 
you cannot win the game ; you ought to play as follows : 



PAWNS AGAINSl PAWNS. 85 

1. K. to his B. 6th ; this move will win you the game 
observe the reason : if he move his K., you will advance 
yours to B. 7th, and then push the P. to Q. ; you therefore 
compel him, as his best move, to play the P. : now whether he 
play it one or two squares, you, as last player, can gain the 
move by playing yours one or two squares. It appears then, 
that the reason you could not win when you began with the 
P. was, because he had the option of playing his P. one or two 
squares after yours had been played, and thereby gaining 
the move on you. Recollect of what importance it is for the 
last player to be able to move his P. one or two sqcares. 
Suppose he play 

1. Q. R. P. two sq., or (A.) 
'2. Q. R. P. two sq. 2. Is now forced to play his 

K., which enables you to advance yours to K. B. 7th sq., &c. 

(A) 
1. Q. R. P. one sq. 

2. If you were to play Q. R. P. two sq., the game would 
be dra vn, you should therefore play it only one sq. ; if he 
advance his one sq., you should play yours also another sq., 
and the position will be as before. You may also on your 
second move, play 

K. to K. Kt. 6th. 2. Q. R. P. one. 

3. K. to K. B. 6th. 3. Q. R. P. one. 

4. K. to K. Kt. 6th. 4. Q R. P. one. 

5. K. to K. B. 6th. 5. K. to K. R. 2d. 

6. K. to K. B. 7th., and you then advance P. to Queen ; thie 
is not so short a method as the above, nor could you havr 
gained the move with the K., had he begun with Q. R. P 
two tiq. 



CHESS FOR WINTBR EVENINGS. 



The two Fawns on the same file and both passed. 



FIRST POSITION. 



In this and similar situations, he who first al- 
vances to Queen will win, for though the other may 
also make a Queen, yet she will be immediately 
taken by the adversary. The following situation 
will show you the advantage of knowing the above 
rule. 



"WHITE 

SECOND POSITION. 

'See next Diagram.) 

Black had the move and played as follows : 
* 1. R. to K. R. 5th : this appears to be a very good move, 
because it attacks a P. that cannot be defended, and threat- 
ens a check-mate next move ; it is, however, very bad play, 
for White will now win. 

1. R. to Q. R. 3d, check. 

2. K. to K. 5th. 2. R. to Q. R. 4th, check. 

3. K. to Q. 4th. 3. R. takes R. 

4. P. takes R. 4. K. R. P. one. 

5. R. P. one. 5. P. advances. 

6. R. P. one. 6. K. R. P. becomes a Queen 

first, and of course wins. 



PAWNS AGAINST PAWNS. 
BLACK. 



87 




Black lo.i, because he forgot that his Pawn, after taking 
the white R., would be on the same file as his adversary's, 
and that White^ having the move, would make the first Q. 

A Pawn on the K. R. file and the adversary's P. on the 

Q. R. file. 

FIRST POSITION. 

(See next Diagram.) 

In this situation the first player will win, because he wiP 
make a Q. first and be able to take the adversary's if he 
pushes on to Q., in the same manner as on the files ; the dis- 
tance between the two files often causes mistakes to be made, 
you should therefore examine attentively the number of 
moves each player mast make, oefore ihe P. can become a 



88 



CHESS FOR WINTER EVENINGS. 



Q. ; in the present situation, each must make four moves ; 
♦he number therefore being equal, the first player will win. 




The following situation will show you how to take arlvaa 
tage of the knowledge of this rule. 

SECOND POSITION. 

(See next Diagram.) 

White to move. 



1. B. takes P. check. 

2. Kt. takes R. 

3. P. one sq. 

4. P. one. 

5. P. one. 



1. R. takes B. 

2. K. takes Kt. 

3. Q. R. P. one. 

4. Q. R. P. one. 

5. Q. R. P. one. 



6. P. becomes a Q., and prevents the adversa y's Pawn 
from advancing to Queen, and consequently wins the game. 



PAWNS ACtAiNST pawns. 
BLACK. 



89 




White did very properly to take the P. with the B., be- 
cause after the exchange of pieces, he has to move, and the 
R. Pawns being at equal distances from their eighth sq., of 
course he makes a Q. first. Black did wrong to take the B., 
because he made it easy for the White to win ; he ought to 
have moved his King. 

Two Pawns not passed on adjoining files. 
FIRST POSITION. 

{See next Diagram) 

II is evident that neither of the Pawns on the Q.'s side 
oun advance to Queen without being put en prise ; he who 
is first obliged to put his P. en prise will not win, nor will he 
always lose, as shall presently be shown. Suppose that in 



90 



CHLSS FOR WINTER EVENINCrS. 



t'lis position you have the move, you will win by playing as 
follows : 




*l. Q. Kt. P. one. 1. Q. R. P. one. 

2. If you were to take the P. you would play ill, be- 
cause you would stale-mate the Black instead of winning; 
you should play, 

Q. Kt. P. one. 2. Q. R. P. one. 

3. Q. Kt. P. one. 3. Q. R. P. one. 

4. Q. Kt. P. one. 4. Q. R. P. one. 

5. P. becomes a Q. or R. and check-mates. 

It sometimes however happens that you cannot win j for 
example : 



PAWNS AG;VINST PAWNS. 



91 



SECOND POSITION. 
BLACK. 






BlacK 


to move. 


1. Q. R. P. one. 




1. Your best move is to take 
the P., for if you do not you 
will lose ; for example : 
Q. Kt. P. one. 


2. Q. R. P. one. 




2. Q. Kt. P. one. 


3. Q. R. P. one. 




3. Q. Kt. P, one. 


4. P. Queens. 




4. Q. Kt. P. one. 


5. Q. checks at Q 


Kt. 


8th, and tnen takes Q. Kt. P., 


winning easily. 







92 



CHESS FOR WINTER EVENINGS. 



One Paivn against two united Paions. 

FIRST POSITION. 
BLACK. 




WHITE. 



The two Pawns will win. Though 
this is a simple and easy position, yet 
it is not indiiFerent with which Pawn 
the White begins, for if he were to 
play Q,. Kt. P. one sq., Black would 
advance Q. Kt. P. two sq., stopping 
the white Pawns, and supposing White 
had nothing else to play, he would be 
obliged to sacrifice Q. B. P., and each 
party would make a Q. White ought 
to begin with Q. B. P. one sq., then 
Q. Kt. P. one sq., and afterwards Q. 
B. P. In the following position, by 
taking proper advantage of your iso- 
lated P., you win the game. 



SECOND POSITION. 

(See next Diagram.) 

White to move. 

1. Kt. to Q. 5th, check. 1. K. to K. Kt. 2d. 

2. Kt. takes B. 2. Q. R. P. or Q. B. P. takes Kt. 

3. Q. Kt. P. one : this is the move which decides the 
game in your favor,- as you thereby prevent the advance of 
his Pawns. 

3. K. to K. R. 3d. 

4. K. to K. Kt. 4th. 4. K. to K. R. 2d. 

5. K. to Kt. 5th. 5. K. to K. Kt. 2d. 

6. K. R. P. checks. 6. K. to R. 2d. 



PAWNS AGAINST PAWNS. 



93 



7. K. to R. 5th. 

8. K. to Kt. 6th. 

9. P. checks. 
10. K. to R. 6th. 



7. K. to R. sq, 

8. K. to Kt. sq. 

9. K. to R. sq. 

10. Is compelled to advance the 



P.; which you take, and in two moves makinf^ a Q. or R 
you check-mate. 




THIRD POSITION. 

(See next Dia/rram ) 

In this situation, as neither of the Kings can quit the 
Povns on the King's side, the game will depend entirely on 
the manner of playing the Pawns on the Queen's side. Whe- 
ther you have the move or not you should begin with Q. R. 
^. one sq., then Q.. Kt. P. onesq. ; afterwards Q. R. P. onesq., 



94 



CHESS FOR WINTER EVENINGS. 



and you will easily win; but if you were to play Q. Kt. P 
two sq. for the first move, you would not win ; for example 




I. Q. Kt. P. two sq. 1. K. to his sq. 

It is evident that if you do not advance your R. P. lu'o 
sq. you cannot possibly win, because he will play his K. 
alternately to his K. B. 2d sq., and to his own sq. Perhaps 
on looking attentively you may think you ought to advance 
the P., because he will be obliged to take it with his Q. Kt. 
P., you then advance your Q. Kt. P. towards Queen, and 
though he will make a Q. first, yet your Pawn on becoming 
u Q. will check his King, and compel him to move to Q. 2d 
sq., or to K. B. 2d sq. ; and 5hen you make a second Q. with 
vour K. P., at the same time checking his K., and vou would 



PAWNS AGAINST PAWNS, 95 

f.'asily win, having two Q. to his one. We do not suppose a 
very young player would calculate so far, but there are 
many players who seeing all this and no more, would not 
hesitate to make the move, being sure of winning the game. 
We shall proceed to show you that it would be very bad 
play, as Black will be able to make a move that will frus- 
trate your plan and cause you to lose the game. Suppose 
tljen that on your second move you play 

2. Q. R. P. two. 2. P. takes P. 

3. Q. Kt. P. one. 3. P. to Q. R. 6th. 

4. Q. Kt. P. one. 4. P. to Q. R. 7th. 

5. Q. Kt. P. one. 5. K. Kt. P. one, becomes a 
Q. and checks ; this is the decisive move which wins the 
game. If you do not take the Q., he will move her to his Q. 
Kt. 3d sq., and will then take your Q. Kt. P., therefore 

6. K. takes Q. 6. P. Queens and checks, and 
afterwards plays Q. to Q. Kt. 7th, checking and winning Q. 
Kt. P. and the game. 

This is a veiy improving situation, and we I'equest you 
to study it attentively. If Black on the 5th move had ad- 
vanced his P. to your Q. R. sq. instead of first sacrificing the 
K. Kt. P., you would certainly have won the game, because 
your P. at the moment of making a Q. would have checked 
his K. ; but Black by judiciously sacrificing a P., forces you 
to move to a square which enables him to check you at the 
moment he advances to Q., and prevents your P. from becom- 
ing a Q. You observe that it is not enough to know that 
each will make a Q., you must also ascertain whether he 
attack your King the moment he makes a Q., or whether by 
a previous move he can force you to a square that will be 
Kt lacked by the new Q. 



96 



CHESS FOR WINTER EVENINGS. 



LESSON XI. 

ON THE POWER OF A SHNGLE KING TO STOP PAWNS. 

For a proper understanding of the principles developed 
in this lesson, it will be necessary first to instruct the student 
how to ascertain whether his King, when at some distance, 
can prevent a Pawn fronti becoming a Q., and this without 
resorting to the very objectionable habit of counting every 
square with the fingers. 

The rule is, that when your K. is in the quadrangle 
formed by the square on which the Pawn stands, and the 
square where it will become a Q., he will stop the Pawn, 
whether he have the first move or not ; for example : 



FIRST POSITION. 
BLACK. 




POWER OF SINGLE KING TO STOP PAWNS. 



97 



Here the four corners of the quadrangle formed by Pawn 
and the square where it will become a Queen, are Black's 
Q. Kt. 4th sq., K. B. 4t]i sq., and White's Q. Kt. sq., and 
K B. sq. The white King at his B. 5th is cAidently in the 
quadrangle, and can therefore stop the Pawn, or take it if it 
become a Queen, whether he have the first move or not. If 
Jie white King were at his Kt. 3d sq., that is, heyond tlie 
quadrangle, he will not be able to stop the P. unless he play 
first, in which case it is indifferent whether he move to K. B. 
2d, 3d, or, 4th sq., as all those squares are in the quadrangle. 



SECOND POSITION. 

BLACK. 




[n this position, though the K. is in the quadrangle fornjc 1 
o\, me P. and White's Q. Kt. sq., yet he will not stop the P. 



98 



CHESS FOR WINTER EVENINGS. 



unless he have the move ; this is solely owing to the Pawn 
being able to move two sc. at first ; for if Black begin, he 
will move to Q. Kt. 4th sq., and White will be two moves 
beyond the sq., and therefore cannot prevent the P. from 
winning , 

I:, however, often happens that your own pieces or youi 
adversary's prevent your K. from moving the shortest way , 
tor example : 

THIRD POSITION. 
BLACK. 




In this situation, his B. prevents your K. from moving to 
Q. B. 3d sq., so as to be in the quadrangle ; therefore if you 
had no Pawn you could not prevent his Pawn from becoming 
a Queen, but having a Pawn at Q. B. 6th, you will draw the 
game by sacrificing it ; j'-ou should therefore play, 



POWER OF SINGLE KING TO STO, PAWNS. 



9S 



1. Q. B. P. one sq. 

2. K. to Q. B. 3d sq. 

3. Kt. to Q. Kt. 5th s 



1. Must take it with B. to pre- 
vent its becoming a Q. 

2. If he advance the P. you will 
gain it by playing to Q. 2d 
sq., and if B. to Q. Kt. 3d sq 

3. K. to his 2d sq. 



4. K.,toQ. 3d sq., and afterwards moves Kt. to Q. B. 3d 
■if]., and then attacks the P. with it, &c. 

In the following situation, though very similar to the for- 
» er, Black will win by a skilful move. 

FOURTH POSITION. 

BLACK. 




WHITE. 

White to move. 
3 P advances. 1. B. takes P. 



100 



CHESS FOR WINTER EVENINGS 



2. K. to Q. B. 3d. sq. 2. B, to K. B. 5th sq. 

3. Kt. removes. 3. P. advances, and afterwards 

queens. 
You observe that by advancing the P., his B. prevents 
your moving to your Q. 2d sq. : the only move you had in 
the former situation to stop the P. This arose from the pe- 
culiar situation of your Kt., for had it been on almost any 
other sq. you would not have }ost. It is scarcely necessary 
to add, that if you had allowed him to take the Kt. with B., 
he would easily have won. 

Two united Paions against King. 

If the K. can stop the most advanced P., he can stop both ; 
foi example : 




POWER OF SINGLE KING TO STOP PAWNS. 101 

Black's Q. B. P. is the farthest advanced, and as your K, 
.s in the quadrangle, you of course can stop the P. whethei 
you have the move or not. Suppose Black begin : 

1. Q. B. P. one sq. 1. K. to K. B. 4th sq. 

2. Q. B. P. one. 2. K. to his 3d sq. 

3. Q. Kt. P. one. 3. K. to Q. 3d sq. 

4. Q. Kt. P. one. 4. K. to Q. B. 2d sq., and 
wins the Pawns if Black have nothing else to" play; but if Black 
can play any other piece, White cannot take the Pawns, be- 
cause the moment he takes Q. Kt. P. he is out of the quad- 
rangle, and the Q. B. P. will advance to Queen. Suppose 
one of the Pawns were at your Q. B. 2d sq., and the other 
at your Q. Kt. 3d sq., and your K. at Q. B. sq., the two P. 
effectually confine your K. to your Q. B. sq., Q. Kt. 2d sq., 
or Q. 2d sq. 

Two separated Pavms against King. 

In the foregoing position the single King was opposed to 
two united Pawns : we shall now present a few examples of 
two separated Pawns against single King, premising that if 
the position be such, that after having taken one he can 
overtake the other, he w'll of course win both Pawns. 

FIRST POSITION. 

(See next Diagram.) 

In this position, as your K. is out of the quadrangle o\ 
his K. B. P., you would lose if you had not the move, but \i 
you play first, you will win both Pawns : for example ; 



102 CHESS FOR WINTER EVENINGS. 

BLACK. 




WHITE. 

1. K. to his 4th sq. 1. Q. Kt. P. one. 

2. K. takes P. 2, P. one sq. 

3. It IS unnecesoary to proceed, your K. i& only one move 
beyond the quadrangle, and will therefore overtake the P. 

SECOND POSITION. 
(5ee next Diagram.) 

In this situation, though very similar to the former, and 
apparently as favorable for you, Black will win, whether he 
laove first or not; for example, suppose White begin: 

1. K. to his 2d so. 1. Q. Kt. P. one. 

2. K. to K. B. 31. ■ 2. Q. Kt. P. one. 

3. K. takes P. 3. Q. Kt. P. one. 

4. Being tiro r.iowos beyond the quadrangle, you cannu? 



POWER OF SINGLE KING TO STOP PAWNS. 



103 



possibly overtake the Pawn. You lose in this situation be- 
cause his K. B. P. preventing your moving to your K. 3d sq 
to attack his P., it takes you three moves to gain his K. B. 
P., whereas in the former position you gained it in two moves. 
It will be very easy for Black to win if he have the first 
mo^'e ; he has only to advance his Q. Kt. P., and though you 
may take which Pawn you please, yet you cannot possibly 
overtake the other. But if he begin Avith K. B. P., you will 
ivin both Pawns ; for example : 

1. K. B. P. one sq. 1. K. to his 3d sq. 

2. Q. Kt. P. one sq. 2. K. takes P. 

3. Q. Kt. P. one sq. 3. K. to his 3d sq., and will 

overtake the P. 




i04 



CHi:SS FOR WINTEU EVENINGS. 



THIRD POSITION. 

BLACK. 




In this situation, if White have any thing to move besides 
tfie Pawns, Black cannot take them ; all he can do is to stop 
them. It is evident that if White had to move, and could 
play nothing but the Pawns, he would lose them both. We 
shall now give you a position in which White has a K. which 
he can move, though not towards the assistance of the Pawns 
placed as above, and as similar positions often occur, it will 
be instructive to show you the proper moves for both parljf e. 



POWER OF SINGLE KING TO STOP PAWNS. 



105 



FOURTH POSITION. 
BLACK. 




This situation ought to end in a drawn game, as ne .i.ox 
pla3''er can take one P. without allowing the other to became 
a Q. Suppose -White to begin : 

1. K. to K. B. 5th. 1. K. to Q. R. 5th. 

2. Q. B. P. one sq. 2. Cannot take Q. R. P. be- 
cause White would advance Q. B. P. and the black King 
would be hvo moves beyond the quadrangle, therefore, 

K. to Q. R. 4th sq. 

3. Must not advance Q. B. P. because Black would play 
K. to Q. Kt. 4th sq. and win both Pawns, therefore, 

K. to K. Kt. 4th sq. 3. Black ought now to play 
K. to Q. R. 5th, and White having nothing better to move 
than the K., the same moves will be repeated, and the game 



£Q6 ■ CHESS FOR WINTER EVENINGS. 

consequently drawn. But suppose Black to play, on the 3a 
move ; 

K. to Q. Kt. 3d sq. 

4. Must not move the K., because Black by "playing K ^a 
Q. B. 4th sq., would win both the Pawns, therefore, 

Q. R. P. one. 4. K. to Q. B. 4th. 

5. Q. R. P. one. 5. K. to Q. B. 3d sq. 

6. Must not move a P., for the reasons above given, but 
K. to K. B. 5th sq. 6. K. to Q. B. 4th sq., and as 

White must move the K., the same moves may be repeated, 
and the game will still be drawn ; but Black will lose if he 
allow the white Pawns to advance to their 6th squares. 
Suppose then, for example, that instead of playing K. to Q. 
B. 4th sq. on the 6th move, Black play as follows : 
K. to Q. B. 2d sq. 

7. K. to Q. B. 3d sq. 

8. K. to Q. B. 2d sq. 
9. K. to K. Kt. 4th sq. 9. Can still draw the ganne by 

playing K. to Q. B. 3d sq., &c., but if he play any where 
else, he will lose ; for example : 

K. to Q. Kt. sq. 

10. Q. B. P. one sq. 10. K. to Q. R. sq., or to Q. R. 

2d sq. 

11. Q. B. P. one sq., and becomes a Q. next move. If 
Black on the 10th move had played K. to Q. B. sq., or to Q. 
B. 2d sq., White would have advanced Q. R. P. in two moves 
to Queen. 

Observe that the two Pawns arrived at their 6th squares 
and unattacked, always win, if you have any other piece thai 
can be moved, whether you have the move or not. The 
Pawns must be played in such a manner that when the K. 
attacks one of them, the Dthnr may be able to advance, so ae 
tu be before the other at the distance of a Kt 's move. 



Q. 


B. 


P. 


one. 




Q. 


R. 


, P. 


, one. 




K. 


to 


K. 


Kt. 4th 


sq. 



POWfiu OF SINGLE KING TO STOP PAWNS. 101 



FIFTH POSITION. 
BLACK. 




in this situation if you have the move you will win, owing 
to your Pawns being so much farther advanced than his, 
wiiich circumstance will enable you to move your K. to the 
assistance of your Pawns, and to make a Queen before your 
adversary ; for example : 

1. K. Kt. P. two sq. 

2. K. to Q. sq. 

3. K. Kt. P. one sq. 

4. K. Kt. P. one. 
P. one sq., but it is shorter tu 

5. K. Kt. P. one. 

6. P. becomes a Queen. 



1. K. toK. 6th. 

2. Q, P. one, check. 

3. Q. P. one sq. 

4. Q. Kt. P. one. 

5. You might play Q. Kt. 
lilay K. to Q. 6th sq. 

6. Q. Kt. P. one. 



7. P. becomes a Q.' r R. and check-mates. 



108 



JIIESS FOK WINTER EVENINGS. 



Three united Pawns against the King. 

With regard to three Pawns against a King we shall con 
fine ourselves to showing you a few situations, in some o, 
which the K. can stop the Pawns, and others in which he 
cannot, as it would be too difficult for you to enter into an 
analysis of the proper moves for both parties, if the Pawns 
u ere at their own squares and the adverse K. near them. 

FIRST POSITION. 
BLACK. 




In this situation, if the Black have the move, he will ue 
able tc stop the Pawns by playing his K. to Q. B. 3d sq. ; i< 
/ou have nofliing better to play than the Pawns, you must 0/ 
.'ouree lojie them a}\. 



POWER OF SINGLE KING TO STOP PAWNS. 



109 



SECOND POSITION. 
BLACK. 




Here also Black will be able to stop the Pawns if he have 
the move, by playing K. to his Q. B. 5th sq. A similar sit- 
uation, when the side Pawns are within one sq. of Queen, 
will give a different result : for example : 



THIRD POSITION. 

(See next Diagram.) 

If Black have the move, and play K. to Q. B. 2d sq., 
you will nevertheless win by advancing one of the Pawns tc 
Queen, and afterwards the other. 



LIO CHESS FOE WINTER EVENINGS. 

BLACK. 




FOURTH POSITION. 
(See next Diagram.) 

The K. will be able to stop the Pawns. It is immaterial 
jv hich begins ; suppose White : 

In the first place, 
1. Q. Kt. P. one, check. 1. K. to Q. Kt. 4th. 



2. Q. P. one 



2. K. to Q. B. 5th, and stops 
the Pawns, 



In the second place, 

1. Q. P. one, check. 1. K. to Q. 4th sq. 

2. Q. Kt. P. one. 2. K. to Q. B. 5th, and the po- 

sition is the same as before. 



POW'ER OF SINGLE KING TO STOP PAWNS. Ill 

BLACK. 






In the third place, 


1. 


Q. B. P. one. 1. K. to Q. B. 3d sq. 


2. 


Q. P. one. 2. K. to Q. Kt. 3d sq. 


3. 


Q. P. one, or (A) (B) 3. K. to Q. B. 4th sq. 


4. 


Q. Kt. P. one, check. 4. K, to Q. 3d sq. 


5. 


Q. Kt. P. one. 5. K. to Q. B. 4th, and the po- 




sition is similar to those preceding. 




(A) 


3. 


Q. B. P. one, check. 3. K. to Q. Kt. 4th sq. 


4. 


Q. Kt. P. one. 4. K. to Q. B. 3d sq., and wins 




the Pawns. 




(B) 


3. 


Q. Kt. P. one. 3. K. to Q. B. 2d sq. 


4. 


If Q. B. P. one sq.. Black should play K. to Q. B. 3d sq., 


(.DC, 


therefore. 



112 



CHESS FOR WINTER EVENINGS. 



Q. p. one, or (C). 
5. Q. Kt. P. one. 



Q. Kt. P. 



4. K. to Q. 3d sq. 

5. K. to Q. B. 4th '. 
stops the Pawns. 

(C) 

4. K. to Q. Kt. 3d sq. 

5. K. to Q. B. 4th sq.; 



5. Is compelled to play 5. K. to Q. B. 4th sq., &c. 
Q. P. one. 
From the foregoing you will observe that when the threo 
Pawns are abreast, and not too far advanced, if the King can 
be played to the 4th sq., from the middle Pawn inclusive, on 
the same perpendicular line, he will stop the Pawns simply 
by playing the K. before the Pawn his adversary moves ; 
for example : 



FIFTH POSITION. 
BLACK. 




SINGLE KING TO STOP PAWNS. 



113 



Having seated your Pawns as in the diagram, place black 
King at eitlier his Q. Kt. sq., Q. B. sq., Q. sq., Q. Kt. 2d sq., 
Q. 2d sq., Q. Kt. 3d. sq., Q. B. 3d sq., or Q. 3d sq. 

Black to move. 
In this situation, the King being able to move from any 
of the above eight squares to his Q. B. 2d sq., which is the 
4th sq. from the middle P. inclusive, will stop the Pawns 
simply by playing before the Pawn his adversary will move ; 
for example : If you play Q.. P. one 'sq., he ought to play to 
Q. 3d ; if Q. B. P. one sq., he should move K. to Q. B. 3d; 
and if Q. Kt. P. one, he should play K. to Q. Kt. 3d sq. 



SIXTH POSITION. 

BLACK. 




•14 CHESS FOR WINTER EVENINGS. 

In this situation the Pawns will win whether they begin 
(;r not ; for example : 

Suppose Black to play first • 

1. K. to Q. B. sq. 1. Q. P. one sq. 

2. K. to Q. Kt. 2d. sq., 2. Q. P. one, or Q. Kt. P. one, 
or to Q. 2d sq. and becomes a Queen. 

Suppose the White begin : 

1. If you were to play Q. P. one sq., he would move King 
to Q. B. sq., and win all the Pawns, therefore, 

Q. B. P. queens and checks. 1. K. takes Q. 

2. Q. P. one. 2. If he play K. to Q. sq , 
or to Q. 2d sq., the Q. Kt. P. will become a Queen in two 
moves ; and if he play elsewhere, the Q. P. will become a 
Queen in two moves. 



In conclusion, we would remark, that a thorough know- 
ledge of the method of playing Pawns oroperly at the end of 
a game, is indispensable to those who wish to become good 
players ; and although the positions in the preceding^ lessons 
have necessarily been strictly elementaiy, yet we trust 
enough has been shown of the principles upon which the play 
is founded, to convince the learner of the advantage he will 
often derive from a superior knowledge of this part of the 
game ; for example : suppose you have discovered that the 
position is such as would give you a decided advantage over 
your adversary if you could exchange pieces and reduce the 
game to Pawns only ; you immediately endeavor to effect 
those exchanges, while an adversary, not perhaps so well ac- 
quainted with playing Pawns as yourself^ will probably nol 



THE LAWS OF THE GAIUK. 115 

endeavor to prevent it ; if, on the contrary, you find his 
Pawns better placed than yours, you will try to make the 
position equal, before you permit the exchange of pieces. 



LESSON XII. 

THE LAWS OF THE GAME. 



The information contained in the previous lessons consti- 
tutes as it were the Vocabulary and Grammar of Chess. You 
have now to become acquainted with the Laws of the game. 
The following is the code of Laws adopted by the London Chess 
Club, established in 1807 ; recently revised by the committee 
of that institution ; sanctioned also and adopted by the New- 
York Chess Club. We submit these laws to your notice 
without attempting to explain or illustrate them. Chess- 
players in general object to any commentary on their laws : 
they consider them adequate to explain their own meaning, 
and should any doubtful case arise as to the" intention of a 
particular law, reference to some disinterested party is far 
more satisfactory than to the remarks of a commentator. But 
before you read these laws we would impress upon you the 
advice of Mr. Lewis, the eminent player, and author of sev. 
eral valuable works on the game : — " Always play strictly 
according to the laws of the game : even if your adversary 
take back moves, or do not play a piece he has touched, 
never do so yourself; I have met with many who entirely 
object to take odds, but who nevertheless are willing enough 
to take back moves, as if that were not taking odds, and great 
o^^ds too." 

We may add tha+ unless this advice be strictly attended 



116 CHESS FOR WINTER EVENINGS. 

to, you will soon contract a careless and slovenly style of 
play, and most of the beneficial influence of this noble game 
will be lost upon you. 



THE LAWS OF CHESS. 

1. Placing the Board. — The chess-board must be so placed 
that each player has a white corner square nearest his right hand. If 
the board have been improperly placed, it must be adjusted, provided 
four moves on each side have not been played, but not afterwards. 

2. Piece or Pawn misplaced. — If a piece or Pawn be mis- 
placed at the beginning of the game, either player may insist upon 
the mistake being rectified, if he discover it before playing his fourth 
move, but not afterwards. 

3. Piece or Pawn omitted. — Should a piayer at the commence- 
ment of the game, omit to place all his men on the board, he may 
correct the omission before playing his fourth move, but not after- 
wards. 

4. Piece or Pawn not removed. — ^If a player, undertaking to 
give the odds of a piece or Pawn, neglect to remove it from the board, 
his adversary, after four moves have been played on each side, haa 
the choice of proceeding with, or recommencing, the game. 

6. Determining First Move. — ^When no odds are given, the 
players must take the first move of each game alterniately, drawing 
lots to determine who shall begin the first game. If a game be 
drawn, the player who began it has the first move of the following 
one. 

6. The Move when Odds are given. — The player who gives 
■jdds, has the right of moving first in each game, unless otlierwise 
agreed. Whenever a Pawn is given, it is understood to be alwaye 
tin; King's Bishop's Pawn. 



THE LAWS OF THE GAME. 117 

7. Touching Pieces ok Pawns. — A Piece or Pawn touched 
must be played, unless at the moment of touching it, the player say 
'^J'adoube," or words to that effect ; but if a Piece or Pawn be dis- 
or overtimed by accident, it may be restored to its place.* 



8. The Move — when committed. — While a player holds the 
piece or Pawn he has touched, he may play it to any other than the 
square he took it from, but having quitted it, he cannot recall the 
move. 

9. Touching Adversary's Pieces or Pawns. — Should a player 
touch one of his adversary's pieces or Pawns, without saying 
'^J'adoube" or words to that effect, his adversary may compel him to 
take it ; but if it cannot be legally taken, he may oblige him to move 
the King ; should his King, however, be so posted that he cannot be 
legally moved, no penalty can be inflicted. 

10. Plater moving Adversary's Men. — Should a player move 
one of his adversary's men, his antagonist has the option of compel- 
ling him — 1 St. To replace the piece or Pawn and move his King ; 
2d. To replace the piece or Pawn and take it ; 3d. To let the piece 
or Pawn remain on the square to which it had been played, as if the 
nove were correct. 

11. Capturing by False Move. — If a player take one of hi-, 
adversary's men with one of his own that cannot take it with- 
out making a false move, his antagonist has the option of com- 
pelling him to take it with a piece or Pawn that can legally take it, 
or to move his own piece or Pawn which he touched. 

12. Capturing one's own Men. — Should a player take one of 

* We prefer Mr. Walker's version of this law, as it stands in his 
'Art of Chess Flay," and as adopted by the St. George's Chess Club, 
London. It is as follows : — " Should a player, it being his turn to play, 
under any pretence whatsoever, toucji one of his men, he must move that 
piece, or Pawri, if it can legally move, unless in the first instance ol 
touching it, he say aloud, "J'adoube;" it being moreover evident, that in 
toucliing the piece, he merely meant to adjust its position on the board, 
and had no intention to play it." 



118 CHESS FOR WINTER EVENINGS. 

his own men with another, his adversary has the option of oUigiiig 
him to u ove either. 

13. False Move : Penalties. — If a player make a false move, 
i. e., play a piece or Pawn to any square to which it. cannot legally 
be moved, his adversary has the choice of three penalties ; viz., 1st. 
Of compelling him to let the piece or Pawn remain on the square to 
which he played it ; 2d. To move it correctly to another square ; 
3d. To replace the piece or Pawn and move his King. 

14. Moving out of Turn. — Should a player move out of his turn, 
his adversary may choose whether both moves shall remain, or 
the second be retracted. 

16. Capture of Pa wis " en passant," — When a Pawn is first 
moved in a game, it may be played one or two squares ; but in the 
latter case the opponent has the privilege of taking it " en passant" 
with any Pawn which could have taken it had it been played one 
square only. A Pawn cannot be taken " en passant"" by a piece. 

16. Castlinc}. — A player cannot castle in the following cases : — 
1. If the King or Rook have been moved; 2. If the King be in 
check ; 3. If there be any piece between the King and Rook ; 4. If 
the King pass over any space attacked by one of the adversary's 
pieces or Pawns. 

Should a player castle in any of the above cases, his adversary 
has the choice of three penalties; viz: — 1st, of insisting that the 
move remain ; 2d, of compelling him to move the King ; 3d, of 
compelling him to move the Rook. 

17. Move leaving King in Chece. — If a player touch a piece 
or Pawn that cannot be moved without leaving the King in check, 
lie must replace the piece or Pawn and move his King, but if the 
King cannot be moved, no penalty can be inflicted. 

18. Checking without Announcement. — If a plaver attack ti.o 



THE LAWS OF THE GAME. 119 

adverse Ring witliout saying " Check," his adversary is not obliged 
to attend to it ; but if the former, in playing his next move, were t/) 
say " Check," each player must retract his last move, and he that is 
under check must obviate it. 

19. King having remained in Check. — If the King has beeii 
in check for several moves, and it cannot be ascertained how it oc- 
cur'-ed, the player whose King i-s in check must retract his last 
mo^e, and free his King from the check ; but if the moves made 
subsequent to the check be known, they must be retracted. 

20. Announcing Check without giving it. — Should a player 
say " Check" without giving it, and his adversary in consequence 
move his King, or touch a piece or Pawn to interpose, he may re- 
tract such move, provided his adversary have not completed his next 
move. 

21. Queening Pawns and Plurality of Queens. — Every 
Pawn which has reached the eighth oi last square of the chess- 
board, must be immediately exchanretS for a Queen or any other 
piece the player may think fit, even though all the pieces remain on 
the board. It follows, therefore, that he may have two or more 
Queens, three or more Rooks, Bishops, or Knights. 

22. Number of Moves — When restricted at the end of a 
Game. — If a player remain at the end of the game, with a Rook and 
Bishop against a Rook ; with both Bishops only ; with Knight and 
Bishop only, &c., he must check-mate his adversary in fifty moves 
on each side, at most, or the game will be considered as drawn ; the 
fifty moves commence from the time the adversary gives notice that he 
will count them. This law holds good for all other check-mates of 
pieces only, such as Queen or Rook only. Queen against i Ronk, &.*". 

23. Number of Moves — When not restricted. — If a playut 
agree to check-mate with a particular piece or Pawn, or on a par 
dcular square, oi- engage to force his adversary to stale-mate i»j 
check-mate him, he 's not restricted to any nuiuoer of move.s. 



120 CHESS FOR WINTER EVENINGS. 

24. Stale-mate. — A stale-mate is a drawn game. 

25. False Move — When it must be noticed. — If a playei 
make a false move, castle improperly, &.c., &c., the adversary must 
take notice of such irregularity before he touches a piece or Pawn, 
or he will not be allowed to inflict any penalty. 

26. Settling Points at Issue. — Should any question arise, 
respecting which there is no law, or in case of a dispute respecting 
any law, the players must refer the point to the most skilful and dis- 
interested by-standers, and their decision must ha considered as con- 
clusive. 



BOOK 11. 

THE KING'S BISHOP'S OPENING. 

ET.KMENTARY ANALYSIS AND EXPLANATORY GAMES 

—GAMES IN ACTUAL PLAY.— PROBLEMS IN TWO 

MOVES.— THE MONKEY AND THE GASCON 

CHESS KNIGHT. 



THE KING'S BISHOP'S OPEiNING. 



LESSON I. 

UPENlWLi THE GAME ^POWERS OF THE PIEUES AT THE COi'I- 

MENCEMENT K. P. TWO SQUARES, WHY A GOOD OPENING MOVE 

THE REGULAR OPENINGS CLASSIFIED ELEMENTARY ANA- 
LYSIS OF THE king's BISHOp's GAME, WHITE HAVING FIRST 
.riOVE DEFENCE, BLACK HAVING FIRST MOVE. 

Ve come now to the most important feature in the game 
of Chess — the art of opening the game — an art which it is 
necessary to acquire for the management either of a success- 
ful attack, or a skilful defence. You must endeavour to play 
out your pieces in such a way as to oppose those of your ad- 
versary and not obstruct your own. 

On examining the powers of the pieces at the commence- 
ment of the game, we are struck with the fact, that, with the 
exception of the Knights, they are absolutely nothing. Your 
K. Kt. commands two white squares, but the other pieces are 
incapable of moving. Your first object, therefore, is to play 
your Pawns in such a way as to liberate your pieces as effi- 
ciently as possible. If you move K. R. P., or Q. R. P. two 
^.juares, you will be able afterwards to move the Rook either 
one or two steps forward. K. Kt. P., or Q. Kt. P. two 
squares liberates the Bishops to some small extent. K. B. 



124 CHESS FOR WINTER EVENINGS. 

P. one square enables the K. to move to K. B. second. Q. B. P 
one square opens a diagonal of three squares to the Queen. Q. 
P. two squares gives to the Queen a range of two squares, and 
to the Q. B. a range of five squares. But K. P. two squares 
gi^es a range of four squares to the Queen, and five squares 
to the King's Bishop. You see, therefore, that K. P. two 
squares is the most desirable move wherewith to open the 
game. There is also another reason why this move is desir- 
able — the Pawn occupies a portion of the centre of the board. 
Two Pawns abreast at your K. fourth, and Q. fourth squares, 
supported by Pawns and pieces, must be considered as your 
best military position, and maintained with all the skill in 
your power. The same reasons which render K. P. two 
squares a good opening move for you, apply also to your an- 
tagonist. Your second move generally determines the na- 
ture of the game to be played : you have it therefore in your 
own power to determine the opening, the first few moves of 
your adversary being purely defensive. 

There are several methods of beginning the game ; the 
following are those which are usually played. 

1. The King's Bishop's Game. — This is begun by each 
party playing his King's Pawn two squares, and then the first 
player moves his King's Bishop to Queen's Bishop's fourth 
square. 

f. The King's Knight's game. — Each party moves his 
King's Pawn two squares, and then the first player moves Lis 
King's Knight to King's Bishop's third square. 

3. The King's Gambit. — Each player moves his King's 
Pawn two squares, and the first player then moves his King's 
Bishop's Paion twc squares. 

4. The Queen's Gambit. — Each player moves his Qtieen's 
Pawn two squares, and the first player then moves his Queen's 
Bishop's Pawn two squares. 

In ninety-nine games out of a hundred, one of these open- 



THE king's bishop's OPENING. 125 

Jigs is played ; there are others which are occasionally 
played, such as playing first the Queen's Pawn two squares, 
and then the Queen's Bishop to King's Bishop's fourth square ; 
or beginning with the Queen's Bishop's Pawn two squares, 
and then Queen's Knight to Queen's Bishop's third square ; 
beginning with King's Bishop's Pawn two squares, and 
then King's Knight to King's Bishop's third square. 

We shall now proceed to an examination of the first of 
these four openings so usually played. 

FIRST OPENING, OR KING'S BISHOP'S GAME. 

ELEMENTARY ANALYSIS. 

FIRST GAME. 
White. Black. 

1. K. P. two squares. 1. K. P. two squares. 

To begin the game by playing your King's Pawn two 
squares, is very proper ; the advantage of it consists in giving 
freedom to your Queen and King's Bishop. Next to playing 
this Pawn, inoving the Queen's Pawn two squares is the 
best ; all the other PaAvns are more or less inferior. 

2. K. B. to Q. B. 4th sq. 

This is the best square to which the Bishop can be 
played in the beginning of the game, it attacks the weakest • 
point of the adversary, viz., the King's Bishop's Pawn, and 
is not in the way of any of your own pieces. The best move 
for the Black is also to play his King's Bishop to Queen's 
Bishop's 4th square, as follows : 

JVIiite. Black. 

2. K. B. to Q. B. 4th sq. 

3. Q. B. P. one sq. 3. Q. to K. 2d sq. 

Instead of playing Queen's Bishop's Pawn, you might 
have made a very attacking move by playing Queen to 



126 CHESS FOR WINTER EVENINGS. 

King's Rook's fifth square. See the First Game of the de- 
fence. The object of moving the Queen's Bishop's Pawn, ia 
to enable you to advance Queen's Pawn two squares, it being 
always desirable to have your Pawns well established in the 
centre of the board. Black moves his Queen to King's sec- 
ond square, to prevent you from moving Queen's Pawn two 
squares, the consequence of doing which would be as follows : 

4. Q. P. two squares. 4. P. takes P. 

5. P. takes P. 5. Q. takes P. and checks. 

6. Q. B. to K. 3d sq. 6. K. B. to Q. Kt. 3d sq. 
Black has won a Pawn. 

Instead of playing Queen to King's second square, Black 
hod two other ways of playing, viz., Queen's Knight to 
Queen's Bishop's third square (see second game) ; King's 
Knight to Bishop's third square (see third game). We shall 
suppose you now to play 

White. ' Black. 

4. K. Kt. to B. 3d sq. 4. Q. P. one sq. 

The best place for the King's Knight in the beginning of 
the game, is the King's Bishop's third square, attacking the 
adverse King's Pawn. Black moves' his Queen's Pawn ir 
order to free his Queen's Bishop. 

5. K. castles. 5. K. Kt. to K. B. 3d sq. 

• For the method of castling see p. 57. 

It is generally good play to castle soon, and usually better 
to castle on the King's than on the Queen's side. Blacl- 
plays his Knight to enable him to castle ; instead of it, he 
might have played Queen's Bishop to King's Knight's fifth 
square, or Queen's Knight to Queen's Bishop's third square. 

6. Q. P. two squares. 6. K. B. to Q. Kt. 3d sq. 

Having castled, you may play the Queen's Pawn two 
squares with safety, because if he were to exchange Pawns, 



THE king's bishop's OPENING. 127 

and afterwards take your King's Pawn with his Queen, he 
would not check your King as he did on the fourth move. 
It would have been quite as good play to have moved the 
Queen's Pawn one square only. Black plays quite right in 
not taking your Queen's Pawn, because you would have re- 
taken with your Queen's Bishop's Pawn attacking his King's 
Bishop, and compelling him to move it, you would then have 
two Pawns in the centre, and he only one. 

The game is now quite equal ; your next move may be 
either Queen's Bishop to King's Knight's fifth square, or 
King's Bishop to Queen's third square. 

SECOND GAME. 
White. Black. 

1. K. P. two squares. 1. K..P. two squares. 

2. K. B. to Q. B. 4th sq. 2. K. B. to Q. B. 4th sq. 

3. Q. B. P. one square. 3. Q. Kt. to Q. B. 3d sq. 

4. Q. P. two squares. 4. P. takes P. 

5. K. B. takes K. B. P. checking. 5. K. takes B. 

6. Q. to K. Rook's 5th sq. ch. 6. K. Kt. P. one square. 

7. Q. takes K. B. 7. Q. P. one square. 

8. Q. to Q. Kt. 5th sq. 

The above moves prove that playing Queen's Knight to 
Bishop's third square, does not prevent you from advancing 
Queen's Pawn two squares on the fourth move. If he had 
not taken your Bishop with his King, you would still have 
had the best of the game, having prevented him from cast- 
ling ; for according to the laws, the King cannot castle aftoi 
having once moved. 

THIRD GAME. 
White. Black. 

1. K. P. two squares. 1. K. P. two squares. 

2. K. B. to Q. B. 4th sq. 2. K. B. to Q. B. 4th sq. 

3. Q. B P. one square. 3. K. Kt. to B. 3d sq. 



128 CHESS FOR WINTER EVENINGS. 

Black's third move is very commonly playod ; it is, how 
ever, far from being so good a move as Queen to King's sec- 
ond square. 

4. Q. P. two squares. 

We shall now suppose Black to play one of the two fol- 
lowing moves., viz., 

1. K. B. to Q. Kt.Sdsq. 
2 K. P takes P. 

No. 1. 
JVhite. Black. 

4. K. B. to Q. Kt. 3d. 

5. Q. P. takes K. P. 5. K. Kt. takes K. P. 

6. K. B. takes K. B. P. ch. 

FIRST DEFENCE. 

6. K. takes K. Bishop. 
Queen to her fifth square ; checks, and then takes King'a 
Knight, having gained a Pawn with a better position. 

SECOND DEFENCE. 

6. K. to his 2d sq. 

7. Q. to her 5th sq. 

If he take King's Bishop's Pawn with King's Knight, he 
will lose his Queen by your checking him with Queen's 
Bishop ; therefore, 

7. K. B. takes K. B. P. ch. 

8. K. to his 2d sq. 8. K. B. takes Kt. 

9. R. takes B. 9. K. R. to Bishop's square. 
10. K. R. to B. square. 

Black must lose the game ; for if he remove the Kt., you 
vvin the Queen as before; if he play Queen's Bishop's Pawn 



THE king's bishop's OPENING. 129 

one square, you take his Knight, and he cannot take youi 
Bishop on account of the check with Queen's Bisliop. 

THIRD DEFENCE. 
White. Black. 

6. K. to B. square. 

7. Q. to K. B. 3d sq. 7. K. Kt. to its fourth square. 

This is the best move. 

8. Q. B. takes Kt. 8. Q. takes B. 

9. K. B. to Q. 5th sq. ch. 9. K. to his square. 

10. Q. to K. B. 7th, ch. 10. K. to Q. sq. 

11. K. B. P. two sq. 

You have gained a Pawn and a good position. 

No. 2. 

4. K. P. takes P. 

5. K. P. one square. 

FIRST DEFENCE. 

5. K. Kt. to K. fifth square, 

6. K. B. takes K. B. P. ch. 6. K. takes B. 

7. Q. to K. B. 3d sq. ch. 7. K. to his square. 

8. Queen takes Knight and your position is superior to iiis 

SECOND DEFENCE. ' 

5. Queen's P. two squares. 
6. P. talies Kt. 6. P. takes B. 

. 7. P. takes K. Kt.'s P. 7. K. R. to Kt. square. 

8. Q. to Q. R. 4th sq. ch. 8. Q. Kt. to B. third square. 

9. Q. takes P., and you have the best of the game. 

You might also on the sixth move have played King's 
Bishop to Queen's Knight's third square, and after his re- 
moving Knight or playing Queen to K. second square, have 
taken Pawn attacking Bishop. 



J-iO JHESS rOR WINTER EVENINGS. 

THIRD DEFENCE. 
White. Black. 

5. Q. to K. second square. 

6. Q. B. P. takes P. 6. K. B. checks. 

7. K. to B. square. 

This move will appear strange to young players, who 
A'ill wonder you do not interpose either Queen's Knight or 
Queen's Bishop ; it is, however, the only move to give you 
the best of the game ; by playing the King, you compel him 
to remove King's Knight, which he might otherwise have 
allowed to remain where it was. Now there are only two 
squares to which his Knight can be played, either to its own 
square or to King's fifth square ; if the former, you play 
King's Knight to King's Bishop's third square, and his game 
is much confined, because he cannot move Queen's Pawn on 
account of a check from your Queen at Queen's Rook's fourth 
square, which would win a piece, for if he interposed Queen's 
Knight at Bishop's third square, to defend King's Bishop, you 
would play Queen's Pawn one square, winning that Knight. 
We will now suppose that, instead of playing King's Knight 
to its square, he plays 

7. K. Kt. to K. fifth square. 

8. Q. to K. Kt. fourth square. 

If he play King's Knight to King's Bishop's third square, 
you must not take it wit-h King's Pawn, because he would 
check-mate you with his Queen; but you take King's 
Knight's Pawn with the Queen, secure of winning either 
King's Rook or King's Knight. If he play King's Knight to 
Queen's third square, you must not take it, on account of the 
•iloresaid check-mate ; but you play King's Bishop to King'.i 
second square, and you take King's Knight the ne.xt move, 
'i'he best move for the Black to play is 



THE KING S BISHOP S OPENING. 131 

White. Black. 

8. Q. B. P. one square. 
9. Q. takes K. Kt. 9. Q. P. two squares. 

10. K. B. takes P. 10. P. takes B. 

11. Q. takes P. 

Having gained two Pawns, you have, of course, the besl 
jf the game. 

In the preceding analysis you have had the move and 
consequently the attack. We shall now proceed to the de- 
fence of the Bishop's game, supposing the Black to have the 
first move, when your own moves as second player become 
defensive. 

DEFENCE. 

FIKST GAME. 

Black. Wliiie. 

1. K. P. two squares. 1. K. P. two squares. 

2. K. B. to Q. B. fourth sq. 2. K. B. to Q. B. fourth sq. 

3. Q. to K. R. fifth sq. 

This is a very attacking move in the beginning of the 
game. Black threatens to take your King's Bishop's Pawn 
with his Queen, giving what is usually termed the scholar's 
mate ; he also attacks your King's Pawn with his Queen. 
This attack, strictly speaking, is not good play, and there is 
but little danger attending it, if the subsequent moves be 
well played. You have a choice of two moves to defend the 
two points attacked ; the first is Queen to King's Bishop's 
third square, the objection to which is, that it occupies a 
square to which your Knight may be afterwards played to 
advantage. To the other move there is no objection ; you 
hfirefore pi a}' 



132 CHESS FOR WINTER EVENINGS. 

Black. White. 

3. Q to K. second square 

4. K. Kt. to B. third sq. 4. Q. P. one square. 

5. K. Kt. to its fifth square. 

Your King's Bishop's Pawn is now attacked by three pieces ; 
if you defend it by playing King's Bishop to King's third 
square, he will take your Bishop with his, and you cannot 
retake with your Pawn on account of the position of his 
Queen. You might defend the King's Bishop's Pawn by 
playing King's Knight to King's Rook's third square, and 
afterwards castle your King, having a very good game. The 
best move, however, is to leave the Pawn undefended, anc 
play 

Black. White. 

5. K. Kt. toK. B. third sq. 

6. K. B. takes K. B. P. ch. 6. K. to Q. square. 

7. Q. to K. R. fourth sq. 7. K. R. to B. square. 

If he had moved his Queen to any other square, you 
would have won either the Knight or Bishop by playing 
King's Rook's Pawn one square ; but you cannot win the 
piece if he play Queen to King's Rook's fourth square, be- 
cause if you attack his Knight with King's Rook's Pawn, he 
will remove King's Bishop, and you cannot take his Knight 
without losing your Rook. Having moved your Rook to 
Bishop's square, you threaten to take his Bishop with it, he 
therefore plays 





Black. 




White. 


8. 


K. B. to Q. B. fourth sq. 


8. 


K. Kt. to its fifth sq. 


9. 


Castles. 


9. 


K. B. takes K. B. 
checking. 


10. 


R. takes B. 


10. 


K. Kt. takes R. 


11. 


K. R. P. one square. 


11. 


K. R. P. one square. 


12. 


K. Kt. to B. third sq. 


12. 


Q. takes Q. 


13. 


Kt. takes Q. 


13. 


Kt. take.s K. P. 



THE king's bishop's OPENING. 133 

Your game is evidently very superior to his. Youi 
eighth move decided the game in your favor, as you attacked 
his King's Bisliop's Pawn with three pieces, and whatever he 
had then done, you would have had a fine game by taking 
King's Bishop's Pawn. 

First Variation, Icginning at the sixth move of Black. 

Black. White. 

1. K. P. two squares. 



2. K. B. to Q. B. m sq. 

3. Q. to K. R. fiftli square. < 

4. K. Kt. to B. third sq. 

5. K. Kt. to its fifth square 



1. K. P. two squares. 

2. K. B. to Q. B. fourth sq. 

3. Q. to K. second square. 

4. Q. P. one square. 

5. K. Kt. to K. B. 3d sq. 



. 6. Q. takes K. B. P. ch. 6. Q. takes Q. 

7. K. B. takes Q. checking. 7. K. to K. second square. 

As he might have taken your Queen with his Knight, 
there will be a variation on that move. It is much better for 
you to play the King to King's second square, still attacking 
the Bishop, than to Queen's square, because he is compelled 
to remove the Bishop or lose a piece by your playing King's 
Rook's Pawn one square. 

Black. ' White. 

8. K. B. to Q. B. fourth square. 8. K. R. P. one square. 

9. K. Kt. to K. B. third square. 9. K. Kt. takes P. 



Your position is rather superior to his. If he had played 
Knight to King^s Bishop's seventh square, attacking youi 
Rook, you would have won two pieces for one, by playing 
Rook to King's Bishop's square, and afterwards «^aking the 
Knight. 



134 CHESS FOR WINTER EVENINGS. 

Second Variation, ieginning at the seventh move of the First 
Variation. 
Black. White. 

r 1. K. P. two squares. f 1. K. P. two squares, 



2. K. B. to Q. B. Uh sq. 

3. Q. to K. second square. 

4. Q. P. one square. 

5. X Kt. to K. B. third sq. 



2. K. B. to Q. B. Uh 

3. Q. to K. R. fifth square. 

4. K. Kt.toB. third square. 

5. K. Kt. to its fifth square. 

6. Q. takes K. B. P. ch. l6 Q. takes Q. 

7. K. Kt. takes Q. 7. K. R. to B. square. 

8. K. Kt. to its fifth sq. 8. K. R. P. one square. 

9. K. Kt. to B. third sq. 9. K. Kt. takes K. P. 
Your game is much superior to his : he cannot prevent 

you from winning a Pawn, King's Bishop's Pawn being at- 
.acked with two pieces. Suppose, in order to defend King's 
Bishop's Pawn, he were to play thus : 

Black. White. 

10. Castles. 10. K. B. takes K. B. P. ch. 
If he move the King, you have clearly a Pawn more than 

he. If he play 

11. K. R. takes B. 11. Kt. takes Rook. 

12. K. takes Kt. 12. K. P. one square. 

You now win more than a Pawn, for as he must lose his 
Knight, you will remain with a Rook against a Knight. 





SECOND 


GAME. 






Black. 




White. 


1. 


K. P. two squares. 


I. K. 


P. two squai'es. 


2. 


K. B. to Q. B. 4th sq. 


2. K. 


B. to Q. B. fourth sq 


3. 


Q. to K. B. third sq. 


3. K. 


Kt. to B. third sq. 


4. 


Q. to K. Kt. third sq. 







This appears a good move, as the Queen attacks two uii- 
rliifended Pawns ; it will be seen, however that he cannot 



THE KING S bishop's OPENING. iB.'l 

fake the King's Pawn without loss. It is usually bad pla)' 
to move out the Queen in the early part of the gair.e. 

Black. White. 

4. Castles. 
5. Q. takes K. P. 5. K. B. takes K. B. P. di. 

If he take the Bishop, you will check King and Quewi 
with the Knight ; therefore, 



6. 

7. 
8. 
9. 


K. to Q. square. 
Q. to K. B. fourth sq. 
K. R. takes B. 
Q. to K. B. square. 


6. K. R. to K. square. 

7. K. B. takes K. Kt. 

8. K. R. takes K. P. 

9. Q. P. two squares. 


You have evidently by far 


the best of the game. 




THIRD 

Black. 


GAME. 

White. 


1. 

2. 
3. 
4. 
5. 
6. 


K. p. two squares. 

K. B. to Q. B. fourth sq. 

Q. B. P. one square. 

K. Kt. to K. second sq. 

K. takes B. 

Q. P. two squares. 


1. K. P. two squares. 

2. K. B. to Q. B. fourth sq. 

3. Q. to K. second sq. 

4. K. B. takes K. B. P. ch, 

5. Q. to Q. B. 4th sq. ch. 

6. Q. takes B. 



Black played ill in moving King's Kt. to King's second 
square ; he ought to have played it to King's Bishop's third 
square. Many young players think it bad play to move the 
Knight in front of the Pawns, and therefore they move 
King's Knight to King's second square ; the above moves 
prove that it is bad play ; it is, however, not obvious why the 
yame would not take place, had the Knight been moved to 
King's Bishop's third square. The following moves will 
show that, had he so played, you would have done wrong to 
have taken his King's Bishop's Pawn : for example, 



136 CHESS FOR WINTBR EVENINGS. 





Black. 




White. 


4. 


K. Kt. to B. third sq. 


4. 


K. B. takes K. B. P. oh 


5. 


K. takes B. 


5. 


Q. to Q. B. 4th sq. ch. 


6. 


Q. P, two squares. 


6. 


Q. takes B. 


7. 


K. Kt. takes K. P. 







Black has the best of the position in consequence of his 
centre Pawns. It is evident in both the above instances, if 
instead of taking his Bishop with your Queen, you had first 
taken Queen's Pawn with King's Pawn, he would have re- 
taken with the Queen, guarding his King's Bishop. 



LESSON II. 

(King's Bishop's Opening continued.) 
SAME I. FROM TOMLINSOn's AMUSEBIENTS IN CHESS. — GAME U. 

FROM PHILIDOR's CELEBRATED ANALYSIS. GAME III.' PHILI- 

DOr's GAME WITH COMMENTS FROM THE " TRAITE DES AMA- 
TEURS." 

Illustrative of the Bishop's opening we shall offer tbs 
student in this and the succeeding lesson a series of whole 
games as analyzed by standard authors, or as they have oc- 
curred in actual play between some of the most skilful chess- 
masters of the present day, and conducted by them to the 
final check-mate or to a skilful draw. The first of these 
gafnes will be found accompanied by copious notes, and al- 
though those appended to the subsequent games will appear 
comparatively brief, it is nevertheless hoped that with a little 
reflection, they will be sufficient to enable the young player 
to unravel whatever at first sight may appear abstruse in 
them. 

In every game the object of the first player should be to 
form an attack, and allow his adversary no time to contrive a 
counter-attack. For this purpose every move must be care- 
fully considered before it is made ; for it happens nearly 
always that the gain or loss of a game depends on the first 



THE KING S BISHOP S OPENING. 137 

nad move or the first lost inove on either side. We distin 
guish between a had and a lost move. A bad move is one 
that entails immediate loss : — a lost move is that which does 
not subserve the general scheme of the game — a move 
which not being actually bad, is out of place, and may with 
a skilful antagonist transfer the attack from your hands to 
his. The advantage of the first move is not sufficient to de- 
cide the game in your favour ; but your antagonist may win 
if you once neglect to play the proper move at the proper time ; 
if both parties play correctly the game ought to be drawn. 

We have spoken of losing moves ; strive after the reverse 
of this ; and endeavour from the very commencement of the 
game to play so as to gain moves : you will thus succeed 
either in blocking up your adversary's pieces, and thus obtain 
an open field wherein to form and prosecute an attack ,• or 
in advancing your Pawns so as to get one of them queened 
before your adversary is in a condition to avail himself of 
this valuable privilege. This is the advice of that incom- 
parable player, De la Bourdonnais, and we hope that you 
will soon be able to appreciate it, and profit by it. 

In the Bishop's Game, after both parties have pushed 
their King's Pawns to their extent of leap, the first player 
moves his King's Bishop to Queen's Bishop's 4th sq., and the 
opening is determined. At this stage the usual reply of 
second player is also King's Bishop to Queen's Bishop's 4th 
sq., when he must be prepared to meet one of the following 
moves of first player, viz. 

f 1. Queen's Bishop's Pawn 1 sq. 
2. Queen's Pawn 2 sq. 
IVabable 3d move 3. King's Bishop's Pawn 2 sq. 
of first player. <j 4. Queen to King's Knight's 4th sq. 

5. Queen to King's Bishop's 3d sq.' 

6. Queen to King's Rook's 5th sq. 

7. K. Kt. to B 3d sq. 



138 CHESS FOR WINTER EVENINGS. 

On the other hand, should second player substitute to ihia 
usual second move (King's Bishop to Queen's Bishop's 4th sq.) 
one of the following moves, viz : 

( 1. Queen's Bishop's Pawn 1 sq. 

Probable 2d move ) ,-, tr- ^ ir • i,4 ^. t>- \ > oj 

< 2. Kmg s Knight to Bishop s 3d sq. 

P ^ * '3. King's Bishop's Pawn 2 sq. 

the first player must necessarily be prepared to modify hia 
[jlay in order to oppose correctly such defence. This mo- 
dification of play, ever varying as the game proceeds, natu- 
rally gives rise to nice and lengthy analysis. Accordingly 
the student, desirous of exploring deeply the ramifications of 
chess openings, will find them ably and very fully examined 
in the Works of Lewis, G. Walker, and also in the Chess 
Player's Chronicle, a most interesting and valuable periodical, 
edited monthly in London by Mr. H. Staunton, who now 
ranks as the first player of England. 

The games to which we are about to invite attention con- 
tain various specimens of variations springing from the adop- 
tion of some of the moves enumerated above. We shall not 
allow all the good play to be on your side, and all the bad 
play on the side of your adversary. We shall adopt a me- 
dium course, so that you may be the better enabled to follow 
out the consequences of an error which at first view may 
appear slight. 

GAME I. 
White. Black. 

1. K. P. two squares. 1. K. P. two squares. 

2. K. B. to Q. B. fourth sq. 2. K. B. to Q. B. four h st^. 

The game is thus properly opened on both sides. You 
play the Bishop to this square in preference to any other, be- 
cause here it attacks your adversary's K. B. P., which is the 
weakest part of his game, that Pawn being defended by King 



THE king's bishop's OPENING. 139 

onl}/. The same remarks apply to your adversary's second 
move. 

3. Q. B. P. one square. 3. Q. to K. second square. 
Your object in moving Q. B. P. is to be enabled to play 

Q. P. two squares at your fourth move ; this intention ia 
tbreseen by your adversary, and frustrated by his third move. 
You cannot now play Q. P. two sq. without loss ; as for ex- 
ample, 

4. Q. P. two squares. 4. P. takes P. 

5. P. takes P. ^ 5. Q. takes P., checking. 

6. Q. to K. second sq. 6. Q. takes Q. 

7. Kt. takes Q. 7. K. B. to Q. Kt, third sq. 

You have thus lost one Pawn and isolated another — dis- 
advantages which ought to lose you the game. 

Let us now retrace the last four moves, and instead of 
moving Q. P. two sq. at your fourth move, you play 

4. K. Kt. to B. third sq. 4. Q. P. one square. 

Your fourth move is now a very good one ; it places your 
King's Kt. in the best position he can occupy at the com- 
mencement of the game, and gives you liberty to castle. 
Black's fourth move is also good ; it liberates his Q. B., and 
gives additional support to K. P. and K. B. 

5. Castles. 5. K. Kt. to B. third sq. 
By the important operation of castling you place your 

King in a safe position and bring a Rook into play. Re- 
member that the more pieces you have at liberty the greater 
will be your powers of attack or defence. Black plays out 
nis K. Kt. in good time to the best position, and intends to 
castle presently. 

6. Q. P. two sq. 6. K. B. to Q. Kt. third sq. 

Having castled, you can play Q. P. two sq. not only with 
perfect safety, but with advantage. By this move j'ou lib- 



140 CPIESS FOR WINTER EVENINGS. 

erate your pieces in proper order, and are ready to take ad- 
vantage of tlie first bad or lost move of your adversary. He 
did quite right to retire with his Bishop to Q. Kt. third. If 
he had taken P. with P.^ you would also have taken P. with 
P., compelling his Bishop to retreat, and thus leaving you 
with two Pawns in the centre in a capital position. 

V. Q. B. to K. Kt. fifth sq. 7. The same. 

The object of this move is not only to bring a valuable 
piece into play, but also to defend your -K, P. from the at- 
tack of the Knight ; for you will observe that Black cannot 
move his Kt. without exposing his Q. to the attack of your 
Q. B. Besides, when the K. Kt. is thus advantageously 
placed, it is often good play to exchange it for your Q. B. 
In the present instance he cannot prevent you from doing so 
on account of the position of his Q. Black makes a similar 
move to your own in order to get his Q. B. into play, and 
change off" your Kt. 

Up to the 7th move of white, this game will be found to 
be identical with the first game of the Elementary Analysis 
in the preceding lesson, when it was dismissed as being quite 
equal. The consequence of an error in the defence on the 
part of Black will presently be developed. 

. 8. Q. Kt. to Q. second sq. .. 

In order to maintain a Knight at your K. B. tbird sq., 
you bring out Q. Kt. If he now take your K. Kt. with the 
B., you must not retake with K. Kt. P., because you would 
thereby expose your King. You would retake with Q. Kt., 
and thus have the advantage of a much better position. 
Black foresees this, and with the twofold object of winning 
a Pawn and breaking up your centre Pawns, he plays 
8. K. P. takes Q. P. 
9. P, takes P. 9. K. B. takes P, 



THE king's bishop's OPENING. 141 

You. retake P- with P. because you cannot move King's 
Kt. without losing your Q.. For the same reason he takea 
P. at your Q. fourth sq., and wins a Pawn. But the move 
is a bad one, as you will presently see. He ought to havR 
castled or moved his Q,. Kt. to Q. second. 

10. Q. to Q. Kt. third sq. 10. K. B. to Q. Kt. third sq. 

You attack his Q,. Kt.- P., which if he allows you to cap. 
ture, you win also his Q. R. ; he therefore covers the Kt. P. 
by moving back his K. B. You also bring another piece to 
bear upon his K. B. P. 

11. K. P. one sq. 11. P. takes P. 

12. K. Kt. takes P. 

By advancing your King's Pawn you attack his K. Kt., 
which cannot be moved on account of the position of your 
Q. B. and his Q. ; he gets rid of the attack for the moment 
by taking your Pawn with his Q. P. You then retake Pawn 
with K. Kt. He dare not take Kt. with his Q., because you 
would immediately play one of your Rooks to K. sq., attack- 
ing both Q. and K. And it would be useless for him to in- 
terpose Q. B. at K. seventh sq., because you will capture 
the B. with the R., and still win his Q. He therefore plays, 
12. Q. B. to K. third sq. 

13. Q. R. to K. sq. 13. Castles. 

You thus bring a powerful piece to assist in the attack, 
which he hopes to escape from by castling : — a privilege of 
which he ought to have availed himself earlier. 

14. Q. Kt. to K. fourth sq._ 14. K. R. to K. sq. 

By this move you still further strengthen your attack. 
Black moves his Rook in order to strengthen the King's file, 
where he thinks the attack is likely to begin. Observe the 
difference between your game and his — all your pieces are 
usefully employed — his Q. R. and Q. Kt. contribute nothhig 



142 



CHESS FOR WINTER EVENINGS. 



to the defence of his game, and even his K. Kt. cantiot he 
moved on account of your Bishop. 

15. K. Kt. takes K. B. P. 15. K to B. sq. 

This is very fine play. When Black moved away his R. 
from the defence of this Pawn, he did not foresee this move. 
Black had three other modes of playing, which we will con- 
sider presently. You have now a won game before you. 

16. Q. Kt. takes Kt. 16. Pawn takes Kt. 

17. R. takes B. 17. Q. takes Kt. 

18. Q. B. to K. R. sixth, checking. 18. K. to Kt. sq. 

19. Rook takes R. and checkmates. 

The annexed diagram gives the position of the pieces 
after the 15th move of the White. Black had three other 
moves which it may be profitable to examine. 

BLACK. 




THE king's bishop's OPENING. 143 

In the first place, 
Whiie. Black. 

15. Q. takes Kt. 

16. Kt. takes Kt. checking. 16. P. takes Kt. 

17. R. takes B. 17. K. to Kt. second sq. 

18. B. takes P. checking, and wins easily. 

In the second place, 

15. K. takes Kt. 

16. Kt. takes Kt. 16. P. takes Kt. 

17. R. takes B. 17. Q. to K. B. sq. 

18. R. takes K. B. P. checking, discovering check, and 
iV inning Q. 

In the third place, 

15. B. takes Kt. 
16. Kt. takes Kt. checking and winning Q,. 

GAME II. 
The following game with its variation is the first of Phi- 
lidor's celebrated Analysis, first published in 1749. Chess 
has undergone many improvements since the time of Phili- 
dor ; nevertheless that great player was the founder of that 
peculiar style of play constituting what is termed the French 
School, the principles of which consist in establishing two 
Pawns in the' centre, supporting them and carefully main- 
taining them unmoved so long as the adversary attacks with 
pieces ; but should he do so with Pawns, his principle, in lieu 
of taking, is to push on the attacked Pawn, supporting it with 
adjoining Pawns. On the other hand; the general practice 
of the masters of the Italian and English Schools has been 
to frame strong attacks with pieces directed principally 
against the King's Bishop's Pawns. Philidor contends that 
liis system, judiciously adhered to, while otherwise cramping 
Ids adversary's game, will afford the player who has sue- 



144 CHESS FOR WINTER EVENINGS. 

ueeded in establishing his Pawns in the centre, an opportu- 
nity of acquiring the decided advantage of what is techni- 
cally called a passed Pawn, a term applied to a Pawn that is 
not prevented by any of the adversary's Pawns from reaching 
its eighth square ; it follows of course that the adversary has 
no Pawn on the same or on either of the adjoining files. 

White. Black. 

1. K. P. two sq. 

2. K. B. to Q. B. 4th sq. 

3. Q. B. P. one sq. 

4. Q. P. two sq. (a) 

5. P. takes P. (b)(2) 

6. Q. Kt. to B. 3d sq. 

7. K. Kt. to K. 2d sq. (d) 

8. K. B. to Q. 3d sq. (e) 

9. K. P. advances. 

10. Q. B. to K. 3d sq. 

11. Q. to Q. 2d sq. (g) 
"a. P. takes P. 12. Q. B. to K. 3d sq. (h) 

As Black might take B. with B. the variation will com- 
mence at this move. 

13. Kt. to K. B. 4th sq. (i) 13. Q. to K. 2d sq. 

14. B. takes B. (k) 14. P. takes B. 

1-5. Castles K. R. (I) 15. Q. Kt. to Q. 2d sq. 

16. K. Kt. takes B. 16. Q. takes Kt. 



1. 


The sai.ie. 


2. 


The same. 


3. 


K. Kt. to B. 3d sq. (1) 


4. 


P. takes P. 


5. 


K.B.toQ. Kt. 3d. (c)(3) 


6. 


Castles. 


7. 


Q. B. P. one sq. 


8. 


Q. P. two sq. 


9. 


K. Kt. to K. sq. 


10. 


K. B. P. one sq. (/) 


11. 


P. takes P. 



(1) There is a great difference of opinion as to the correct move at this 
point of the game. Lewis recommends Q. to K. 2d sq., while LolH pre- 
fers Q. to K. Kt. 4th sq. The second player may advance Q. P. 2 sq. ; 
and if White take Q. P. with K. B., bring out K. Kt. See next lesson, 
Games i. ii. and iii., and also " closing remarks," page 169. 

(2) It is stronger play to attack Kt. with K. P. 

(3) Rather check with B., and after the consequent moves mentioned by 
Philidor, push Q. P. 2 sq., which will give Black at least an equal game. 
These remarks are by G. Walker ; appended to this game in hif edition 
J Philidor, London, 1832. 



THE KING S BISHOP S OPENING 



145 



17 

18 
1^ 
20 
21 
22 
23 
24 
25 
26 

■ 27 
28, 
29. 
80, 
.31, 
32, 
33, 
34. 
35. 
36. 
37. 
38. 
39. 
40. 

won 



White. 
. K. B. P. two sq. 
. Q. R, to K. sq. 
. K. R, P. one sq. 
, Kt. to K. 4th sq. 
, Q. Kt. P. one sq. 

K. Kt. P. two sq. 
, Kt. to K. Kt. 
. R. takes Kt. 
, Q. takes P. 
, R. to to K. sq. {q) 
. Q. to K. 4th sq. 
, K. B. P. advances. 

P. takes P. 

Q. takes Q. 

B. takes P. 

K. B. P. advances. 

B. to Q. 3d sq. 

B. to K. B. 5th sq. 

Kt. to K. R 5th sq. 

B. to K. Kt. 4th sq. 

K. P. checks. 

K. B. P. advances. 

Kt. checks. 

B. to K. R. 5th sq., 
game. 



Black. 

17. K. Kt. to Q. B. 2d sq 

18. K. Kt. P. 1 sq. (w() 

19. Q. P. 1 sq. 

20. K. R. P. 1 sq. (h) 

21. Q. Kt. P. advances. 

22. K. Kt. to Q. 4th sq. 
sq. (o) 23. K. Kt. to K. 6th sq. (p) 

24. P. takes R. 

25. Q. R. takes P. 

26. Q. takes P. 

27. Q. to K. 3d sq. 

28. P. takes P. 

29. Q. to Q. 4th sq. (r) 

30. P. takes Q. 

31. Kt. to Kt. 3d sq. 
(s) 32. Q. R. to Q. Kt. 7th sq. 

33. K. to B. 2d sq. 

34. Kt. to Q. B. 5th sq. 

35. K. R. checks. 

36. Kt. to Q. 7th sq. 

37. K. to Kt. 3d sq. (t) 

38. R. to K. B. sq. 

39. K. to Kt. 2d sq. 
and then pushes K. P., having u 



NOTES TO GAME II. BY PHILIDOR. 

(a) Tliis Pawp. is pushed to its extent for two reasons : — to neu- 
tmlize the attack of adverse K. B. on your K. B. P. ; — and to bring 
Iho strength of your Pawns into the centre of the board. 

(b) You should not move either of these centre Pawns, until one 
of them is attacked ; then advance the attacked Pawn. 

(c) If he check with B. you interpose Q. B. ; and if he then lake 
B., you retake with Kt. 



146 CHESS FOR WINTER EVENINGS. 

(d) You should not play this Kt. to K. B. 3d sq., unless yon 
have previously advanced the K. B. P. 2 sq. ; as your Kt. woidd 
Btop the march of the Pavi'n. 

On this note of Philidor, Walker remarks — " On this point Phi' 
" lidor differs from the first players of every, age and country. Ho 
" deprecates moving the Kt. to K. B. 3d sq., as it confines a Pavi'.n ; 
' but inconsistently allows it to be placed at K. 2d sq., vi^here it ge- 
" nerally impedes the march both of Q. and K. B. In the present 
" game White would have had a much stronger attack by playing 
" Kt. to K. B. 3d sq." 

(e) You retire K. B. from the threatened attack of Q. P., which 
would otherwise prevent your establishing the Pawns in the centre. 

(/) Black advances K. B. P. to make an opening for R, 

(g) It would be bad play to take the Pawn, because your K. P. 
would lose its rank, and your Pawms become disunited. 

(h) To support Q,. P., and to be able to move Q,. B. P. : it v/ould 
be no disadvantage to him, but rather the contrary, were you now to 
make him double a Pawn. 

(i) The K. P. being as yet safe, your Kt. attacks B., in order to 
compel him to withdraw. 

(k) It is almost always good play to oppose Q,. B. to the adverse 
K. B., when he commands, as in the present instance, your K. B. P. 

(I) Castling with King's Rook, you will the better defend K. B. 
P., which must be advanced presently in support of K. P., when the 
latter is attacked. 

(m) He is compelled to advance this Pawn, to prevent your K. B. 
P. from attacking his Q. 

(n) To restrain your Kt. 

(o) You play this Kt., intending afterwards to push K. B. P., 
which will then be supported by three pieces. 

(p) Intending to frustrate your project, which he would do by 
moving K. Kt. P., were you not to take Kt. with R. 

(g) You move the R. to support K. P. 

(r) Black offers to exchange Queens to prevent the mate thre it- 
ened by Q,. and B. 

(s) When your remaining B. runs on the white diagonals, you 
Bhould keep your Pawns on black squares, and vice vers<i. Tbia 
prevents the adverse pieces from getting between your Pawns. 



THE KING S BISHOP'S OPENING. 



U7 



(t) Had Black played K. to B. sq., the game would have p- 
:eeded thus : 



Wliite. 
37 

38. R. to Q. R. sq. 

39. R. takes R. 

40. K. to R. 2d sq, 

41. Kt. to K. B. 4th sq. 

42. Kt. takes P. 

43. P. checks. 



Black. 

37. K. to B. sq. 

38. R. checks. 

39. Kt. takes R. 

40. Kt. to Q. B. 6th sq. 

41. Kt. toK. 5th sq. 

42. R. to K. Kt. 4th sq. (L) 

43. K. to B. 2d sq. 



44. B. to K. 6th sq., checks. 44. K. takes B. 

45. Pawn becomes a Q,., checks and wins. 





Variation commencing 


at 12th move of Black. 




WliUe. 




Black. 


1. 


K. P. 2 sq. 


1. 


K. P. 2 sq. 


2. 


K. B. to Q. B. Uh. 


2. 


K. B. to Q. B. 4th. 


3. 


Q. B. P. 1 sq. 


3. 


K. Kt. to B. 'Sd. 


4. 


Q. P. 2 sq. 


4. 


P. takes P. 


5. 


P. takes P. 


5. 


K. B. to Q. Kt. 3d sq, 


6. 


Q. Kt. to B. 3d sq. 


6. 


Castles. 


7. 


K. Kt. to K. 2d sq. 


7. 


Q. B. P. one sq. 


8. 


K. B. to Q. 'Sd sq. 


8. 


Q. P. 2 sq. 


9. 


K. P. advances. 


9. 


K. Kt. to K. sq. 


ID. 


Q. B. to K. dd sq. 


10. 


K. B. P. one sq. 


11. 


Q. to Q. 2d. 


11. 


P. takes P. 


12. 


P. takes P. 


12. 


B. takes B. 


13. 


Q. takes B. 


13. 


B. to K. 3d sq. 


14. 


K. Kt. to B. 4th sq 


14. 


Q. to K. 2d sq. 


15. 


Kt. takes B. 


15. 


Q. takes Kt. 


16. 


Castles K K. 


16. 


Q. Kt. to Q. 2d sq. 


17. 


K B. P. 2sq. 


17. 


K. Kt. P. one sq. 



(1) In a series of papers published in the " Palam^de," entitled " Qud- 
qu€8 erreurs de Philidor," it has been shown that if instead of this move 
Bliick capture Bishop with Rook, he draws the game. 



148 



CHESS FOR WINTER EVENIN06. 





White. 




Black. 


18. 


K. R. P. one sq. 


18. 


K. Kt. to Kt. 2d sq. 


19. 


K. Kt. P. two sq. 


19. 


G. B. P. onesq. 


20. 


Kt. to K. 2d sq. 


20. 


Q. P. moves. 


21. 


Q. to Q. 2d sq. 


21. 


Q. Kt. to Kt. 3d sq. 


22. 


Kt. to Kt. 3d sq. 


22. 


Q. Kt. to Q. 4th sq. 


23. 


Q. R. to K. sq. 


23. 


Kt. to K. 6th sq. 


24. 


R. takes Kt. 


24. 


P. takes R. 


15. 


Q. takes P. 


25. 


Q. takes Q. R. P. (1 


\6. 


K. B. P. advances. 


26. 


Q. takes Q. Kt. P. 


37. 


K. B. P. advances. 


27. 


Kt. to K. sq. 


28. 


K. Kt. P. advances. 


28. 


Q. to Q. 5th sq. 


29. 


Q. takes Q. 


29. 


P. takes Q. 


30. 


K. P. advances. 


30. 


Kt. to Q. 3d sq. 


31. 


Kt. to K. 4th sq. 


31. 


Kt. to K. B. 4th sq. 


32. 


R. takes Kt. 


32. 


P. takes R. 


33. 


Kt. to Q. 6th sq. 


33. 


K. B. P. advances. 


34. 


K. P. advances. 


34. 


K. R. to Q. Kt. sq. 


35. 


B. to Q. B. 4th sq. ch. 


35. 


K. moves. 


36. 


Kt. checks. 


36. 


K. moves. 


37. 


Gives mate in two moves. 







GAME III. 
The authors of the " Traite des Amateurs,"(2) who have 
given the preceding variation in their treatise, have the fol- 
lowing remark upon it — " It will be seen that this game is by 
" no means an elementary one ; indeed much previous know- 
" ledge and practice are requisite to determine a player upon 
"this bold exchange of Rooks in order to Queen his Pawns." 
They also take occasion to blame that celebrated author ibr 

(1) It is always bad play to lose the move in ta&ing a worthless Pawn 
like tills. 

(2) 'Traite Theoriqiie et Pratique du jeu des tehees, par une Socidid 
1' :\ma teurs." First published in Paris in 1775, and reprinted there in 
ii'*'3,\vith Philidor's treatise. 



THE KING S BISHOP S OPENING. 



149 



lot having assigned stronger moves for the defence, stating, 
that while Philidor has given a fine deniOxistration of the 
force of Pawns united in the centre, he has not, in this in- 
stance, indicated the method of preventing this establishing 
of central Pawns, which has become forced only on account 
of Black's not playing the strongest moves in defence. G« 
Walker, who has lately translated this interesting treatise, 
observes — " The Amateurs certainly improve upon Philidor'a 
" model by playing the opening as in the following game ; 
*' but we can hardly regret any weakness on the part of the 
" second player, when we consider the fine science it elicits. 
" The giving up the Rooks for the minor pieces is, indeed, 
" play, worthy of him who, while he lived, reigned unrival- 
' led, and who, when he died, left no successor worthy to fill 
" the throne of chess." 



White. 

1. K.P.two. 

2. K. B. to Q. B. 4th sq. 

3. Q. B. P. 1 sq. 

4. Q. P. two sq. 

5. P. takes P. 

6. Q. B. interposes. 

7. Kt. takes B. 

8. P. takes P. 

9. K. Kt. to B. 3d sq. 

10. Castles. 

11. Q. Kt. to Q. Kt. 3d sq. 

12. K. B. to Q. Kt. 5th sq. 

13. B. takes Kt. 

14. K. R. P. one sq. 

15. Q. takes B. 

16. Q. to Kt. 3d sq. 

17. Q. toQ. B. 3d sq. 



mack. 

1. K. P. two. 

2. The same. 

3. K. Kt. to B. 3d sq. 

4. P. takes P. 

5. B. checks. 

6. B. takes B. (check.) 

7. Q. P. two sq. 

8. Kt. takes P. 

9. Castles. 

10. Q. Kt. to B. 3d sq. 
U.K. Kt. to Q. Kt. 3d sq. 

12. Q. B. to K. Kt. 5th sq. 

13. Q. Kt. P takes B. (a) 

14. B. takes Kt. 

15. Q. to Q. 4th sq. 

16. Q. to Q. 3d sq. 

17. Kt. to Q. 4th sq. 



150 CHESS FOR WINTER EVENIN IS. 

White. Black. 

18. Q. to Q. B. 5th sq. 18. K. R. to K. sq. 

19. K. R. to K. sq. 19. R. takes R. (check.) 

20. R. takes R. 20. Kt. to Q. Kt. 5th sq, 

21. Q. takes Q. 21. P. takes Q. 

22. Q. R. P. one sq. 22. Kt. to Q. 6th sq. 

23. R. to K. 2d sq. 23. K. to K. B. sq. 

24. Kt. to Q. R. 5th sq. 24. Q. B. P. one sq. 

25. P. takes P. (best) {b) 25. Kt. takes p'. 

26. Q. Kt. P. two sq. 26. Kt. to K. 3d sq. 

27. K. to K. B. sq. 27. Q. R. to Q. B. sq, 

28. Q. R. to K. 3d. 28. Q. P. one sq. 

29. K. B. P, one sq. 29. Q. P. one sq. 

30. R. to Q. 3d sq. 30. Q. R. to Q. B. 6th sq. 

31. R. takes R. 31. P. takes R. 

32. Kt. to Q. Kt. 3d sq. 32. P. to Q. B. 7th sq. 

33. K. to K. sq. 33. Kt. to Q. 5th sq. 

34. K'.. toQ. B, 34. Kt. to Q. Kt. 4th sq. 

35. Q R. P. one sq. 35. Kt. to Q. B. 6th sq. 

36. Q. R. P. one sq. 36. Kt. to Q. 4th sq. 

37. Q. Kt. P. one sq. 37. Kt. to Q. B. 2d sq. 

38. Q. Kt. P. one sq. 38. P. takes P. 

39. P. takes P. 39. Kt. to Q. R. 3d sq. 
4j). P. to Q. Kt. 7th sq. 40. K. to K. 2d sq. 

In this position the Kings will respectively capture the ad- 
vanced Pawns, and with correct play on both sides the game 
is by its nature drawn 

NOTES TO GABIE III. 

(a) In this situation if Black has a doubled Pa^vn, yDu have an 
isolated one. 

(h) Were you to push on this Pawn instead of taking, you could 
tiardly preserve it on account of the proximity of the adverse King, 
aiH th(^ distance of your own. 



THE king's bishop's OPENING. I5l 



LESSON III. 
GAMES IN ACTUAL PLAY. 

GAMES I. AND II. BETWEEN MESSRS. "WITHERS AND WILLIAMS, 

OF THE BRISTOL CHESS CLUB. GAME III. BETWEEN MESSRS. 

W-ALKER AND COCHRANE. GAME IV. IN THE MATCH BETWEEN 

MESSRS. STANLEY AND ROtTSSEATT. GAME V. IN THE CELE- 

BRATED MATCH BETWEEN DE LA BOTJRDONNAIS AND m'dONNEL. 

GAME VI. BY CORRESPONDENCE BETWEEN NEW- YORK AND 

NORFOLK. GAME VII. BETWEEN TWO STRONG PLAYERS AT 

GOODe's. chess rooms, LONDON. GAMES VIII., IX., X., XI. 

ALLGAIEr's VARIATION IN THE DEFENCE OF BISHOP's OPEN- 
ING. GAME XII. BETWEEN MESSRS. MAYET AND HEYDE- 

BRANDT, OF THE BERLIN CHESS-CLUB. GAME XIII. BETWEEN 

ST. AMANT AND FOUR PLAYERS AT THE DOUAI CLUB. — ■ 

WAL"Er's CLOSING REMARKS ON BISHOP's OPENING. GAME 

XIV. 

GAME I. 
This and the following game, played in tlie Bristol chess- 
club, are introduced in order to show the powerful attack 
the second player obtains through the sacrifice of his Q. P. 
at the third move, if the proper answer be not made by his 
opponent. This variation of the Bishop's opening was first 
introduced by Mr. Lewis in his second series of Lessons, 
published in 1834. In the last edition of his Treatise 1844, 
to which we refer the student for an elaborate analysis ot 
this game, he states that he is still of opinion that it may be 
played without danger if not with advantage. See " closing 
"emarks" and Game xiv. pp. 169 and 170. 

White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. to Q. B. 4th. 2. The same, 



152 



CHESS FOR WINTER EVENINGS. 



White. 

3. Q. B. P. one. 

4. B. takes P. (a) 

5. Q. to K. B. 3d. (i) 

6. K. R. P. one. 

7. P. takes Kt. 

8. Q. to K. R. 5th. 

9. Q. B. P. one. 

10. Q. Kt. to B. 3d. 

11. Q. Kt. takes P. 

12. Q. Kt. to K. 3d, 

13. Q. P. takes B. 

14. Kt. to K. 2d. 

15. Q. B. to Q. 2d. (c) 



Black. 
Q. P. two. 
K. Kt. to B. 3d. 
Castles. 
Kt. takes B. 
K. P. one. 
K. B. P. two. 
Q. B. P. one. 
Q. B. P. takes P. 
Q. B. to K. 3d. 
B. takes Kt. 
B. takes Q. B. P. 
Q. to Q. 6th. 
K. Kt. P. one, and wins, 



NOTES TO GAME I. 

(a) If you take Q. P. with K. P. he will take K. B. P. checking, 
in order, if you take K. B., to check with Q. at K. R. 5th, recover- 
ing the piece with a better position. 

(b) For a skilful train of moves at this point on the part of first 
player, see Game iii. 

(c) Badly played : White should have placed his Kt. at K. B. 4th 
sq., attacking the Queen; but Black would still have had the better 
game. 

GAME 11. 





White. 






Black. 


1. 


K. P. two. 




1. 


K. P. two. 


2. 


K. B. to Q. B. 4th. 




2. 


The same. 


3. 


Q. B. P. one. 




3. 


Q. P. two. 


4. 


B. takes P. 




4. 


K. Kt. to B. 3d. 


5. 


K. B. to Q. Kt. 3d. 1 


[a) 


5. 


Kt. takes K. P. 


6. 


Q. to K. 2d. 




6. 


Kt. takes K. B. P. 


7. 


Q. takes K. P. (ch.) 


(b) 


7. 


Q. B. to K. 3d. 


8. 


Q.takesK.Kt.P.(c) 




8. 


K. R. to B. 



THE KING S BISHOP S OPENING. 153 

iVhite. Black. 

9. Q. P. two. (d) 9. Kt. takes R. 

10. P. takes B. 10. Q. to R. 5th (ch.) 

11. K. Kt. P. one. (e) 11. Q. to K. 5th (ch.) 

12. K. Kt. to K. 2d. 12. Q. B. to K. Kt. 5t:.. 

13. K. B. to Q. 13. Q. Kt. to B. 3d. 

14. Q. B. to K. Kt. 5th. (/) 14. Kt. to K. 4th. 

15. Q. Kt. to Q. 2d. 

Black gives mate in three moves. 

NOTES TO GAME 11. 

(a) See next game. 

(i) This is not a good move ; probably Q,. P. two would h;ive 
been better. 

(c) It is obvious Wliite must have lost his Q,. if he had taken 
theB. 

(d) This move is now made too late to save the game. 

(e) As good a move as any White had. 

(/) In order to prevent his adversary castling. He would have 
fared somewhat better, perhaps, if he had moved this Bishop to K. 
B. 4th ; but play as he may, his game is irretrievably lost. 

GAME III. 
Played between Mr. G. Walker, of the St. George's Club, 
London, and Mr. J. Cochrane. 

White (G. Walker). Black (Cochrane). 

, 1. K. P. two. 1. K. P. two. 

* 2. K. B. to Q. B. 4th. 2. The same. 

3. Q. B. P. one. 3. Q. P. two. 

4. K. B. takes P. 4. K. Kt. to B. 3d. 

5. Q. Q. Kt. 3d. 5. Castles. 

6. K. Kt. to B. 3d. (a) 6. Q. B. P. one. (h) 

7. B. takes P. (ch.) 7. R. takes B. 

8. Kt. takes P. 8. Q. to K 2d. 



154 CHESS FOR WINTER EVENINGS. 

White. Black. 

9. Q. takes R. (ch.) 9. Q. takes Q. 

10. Kt. takes Q.(c) 10. K. takes Kt. 

11. Q. P. two. 11. B. to Q. Kt. 3d. 

12. K. P. one. 12. Kt. to Q. 4th. 

13. Q. Kt. to Q. 2d. 13. Q. B. P. one. 

14. Q. Kt. to K. 4th. 14. Q. Kt. to B. 3d. 

15. P. takes P. 15. K. B. to B. 2d. 

16. K. B. P. two. 16. Q. Kt. P. one. 

17. Q. B. to Q. 2d. 17. P. takes P. 

18. Kt. takes P. 18. K. B. to Q. Kt. 3d. 

19. Kt. to K. 4th. 19. Kt. to K. 6th. 

20. B. takes Kt. 20. B. takes B. 

21. Q. R. toQ. 21. Q. B. toKt. 5th. 

22. Q. R. to Q. 3d. 22. K. B. to Q. Kt. 3d. 

23. K. R. P. one. 23. Q. B. to K. B. 4th. 

24. Kt. to Q. 6th. (ch. 24. K. to K. 3d. 

25. Kt. takes B. 25. K. takes Kt. 

26. K. R. to K. B. 26. K. R. P. two. 

27. K. to K. 2d. 27. R. to K. sq. 

28. R. to Q. 6th. 28. Kt. to K. 2d. 

29. K. to B. 3d. 29. K. R. P. one. 

30. K. R. to Q. sq. 30. B. to Q. B. 4th. 
«61. R. to Q. 7th. 31. K. Kt. P. two. 

32. Q. Kt. P. two. 32. K. B. to Q. Kt. 3d. 

33. Q. B. P. one. 33. P. takes P. 

34. Q. B. P. one. 34. Kt. to K. Kt. 3d. 

35. R. checks. 35. K. to Kt. 4th. 

36. K. to B. 2d. 36. Kt. takes P. 

37. R. to Q. 5th. 37. K. B. to Q. 

38. R. takes R. P. 38. K. to B. 4th. 

39. R. to Q. R. 8th, winning a piece and the game. 



THE king's bishop's OPENING. 155 

NOTES TO GAME III. 

(a) The skilful train of play, comprising this and two following 
moves for first player, was first introduced by Mr. E. Williams, of 
Hristol. 

(h) Rather take K. B. with Kt., which leads at least to an equal 
game, the lost Pawn being certainly recoverable. 

(c) White has won Rook and three Pawns for two minor pieces, 
and has the best of the game. 

GAME IV. 
The following game is the first of the match played 
in New Orleans between Messrs. Stanley and Rousseau. 
Twenty moves only, terminated the opening game of this 
contest ; and it must be confessed that, with the exception of 
White's concluding moves, it presents few points of mark, 
and would suffer greatly in comparison with the subsequent 
games of the match, many of which are of a much higher 
order. Black's neglecting to play K. R. P. one sq. at his 
12th mo-se, and the masterly 16th move of White, are never- 
theless profitable examples to the young student, which in- 
duce us to insert this game. We give it with notes extracted 
from those invaluable European chess periodicals, " The 
Chessplayer's Chronicle," and " Le Palamede." 

White (Stanley). Black (Rousseau). 



1. 


K. P. two. 




1. 


K. P. two. 


2. 


K. B. to Q. B. 4th. 




2. 


K. Kt. to B. 3d. (a) 


3. 


Q. Kt. to B. 3d. 




3. 


K. B. to Q. B. 4tb. 


4. 


K. Kt. to B. 3d. 




4. 


Q. P. one. 


5 


K. R. P. one. 




5. 


Castles. 


6 


Q. P. one. 




6. 


Q. B. to K. 3d. 


7 


K. B. to Kt. 3d. {I) 




T. 


Q. Kt. to B. 3d. 


8 


Q. Kt. to K. 2d. 




8. 


Q. to K. 2d. 


9 


Q. Kt. to K. Kt. 3d. 


(c) 


9. 


Q. Kt. to Q. 5tlu 





Kt. takes Kt. 




10. 


B. takes Kt. 



156 CHESS FOE WINTER EVENINGS. 

11. Q. B. P. one. (d) 11. B. to Kt. 3d. 

12. Castles. 12. Q. P. one. (e) 

13. Q. B. to K. Kt. 5th. 13; Q. B. P. one. 

14. Kt. to K. R. 5th. (f) 14. P. takes P. 

15. P. takes P. 15. B. takes B. 

16. Q. to K. B. 3d. (g) 16. Q. B. to its 5th. 

17. B. takes Kt. 17. Q. to K. 3d. (h) 

18. Kt. takes Kt. P. 18. Q. B. to K. 7th. 

19. Kt. takes Q. 19. B. takes Q. 

20. Kt. takes R., and Black resigns. 

NOTES TO GAME IV. 

(a) The best rejoinder to Whire's move, according to tlie l;itc 
analyses of Heydebrant and Jaenisch, although not approved by 
previous vv^riters. 

(b) The retreat of B. at this point is the correct move. 

(c) Playing the Q. Kt. over to this side, when the adverse K. 
has castled with K. R., is a favourite mancBuvre of our best players 
in the present day. 

(d) White gains this move, at least, by the exchange of pieces. 

(e) This attack is premature : K. R. P. one sq. would have been 
much better play. 

(/) Now the grave fault Black committed in allowing the adver- 
sary's B. to be posted at K. Kt. 4th sq., is strikingly apparent. 

(g) This is very finely played, and is an instructive example to 
young players of the importance of gaining time at chess. Had 
White paused in his attack to recover the lost Bishop, the adversary 
might have succeeded in dislodging one or other of the pieces by 
which he is beleaguered, or in bringing his own forces to the rescue, 
and then have ultimately retrieved the game. It must be presumed 
that when Black captured B. with B., he did not calculate upon thr 
possibility of White's not recapturing the piece immediately. 

(h) It is obvious that mate is speedily forced if P. recapture B. 
Black's game is now irretrievable, and this rapid decline results 
Trom his not having pushed K. R. P. one sq. at the prope'- time 



THE KING S BISHOP S OPENING, 



157 



Jicreby preventing his adversary from posting his Q,. B. at K. Kt. 
5th sq., a move generally creative of some embarrassment. 



GAME V. 
In the celebrated match between 
M'Donnel. 

White (M'Donnel). 

1. K. P. 2 sq. 

2. K. B. to Q. B. 4th. 

3. Q. P. two. (b) 

4. K. P. one. 

5. Q. to K. 2d. 

6. K. Kt. to B. 3d. 

7. Q. B. P. one. 

8. Q. B. P. takes P. 

9. K. B. to Q. Kt. 5th. 

10. Q. Kt. to B. 3d. 

11. K. R. P. one. 

12. Q. takes B. 

13. B. takes Kt. 

14. Q. takes K. B. P. 

15. Q. B. to Q. 2d. 

16. Castles on K.'s side 

17. Q. to K. R. 5th. 

18. Q. R. P. one. 

19. B. takes B. 

20. Q. to her sq. 

21. Q. R. toQ. B. sq. 

22. Q. to K. sq. 

23. K. B. P. two. 

24. K. R. to B. 3d. 

25. Q. to her 2d. 

26. Q. to her 3d. 

27. B. to Q. 2d. 



Labourdonnais and 

Black (Be Labourdonnais). 

1. K. P. 2. 

2. K. Kt. to B. 3d. (a) 

3. P. takes P. (c) 

4. Q. to K. 2d. 

5. K. Kt. to his sq. 

6. Q. Kt. to B. 3d. 

7. Q. P. one. 

8. Q. B. to K. Kt. 5th. 

9. Q. P. one. 

10. Q. to K. 3d. 

11. Q. B. takes Kt. 

12. Castles. 

13. Q. takes B. 

14. B. to Q. Kt. 5th. 

15. Kt. to K. 2d. 

16. Q. R. to K. B. sq. 

17. Kt. to K. B. 4th. 

18. B. takes Kt. 

19. K. Kt. P. one. 

20. K. R. P. two. 

21. Q. to K. 3d. 

22. K. to Kt. sq. 

23. K. R. P. one. 

24. Q. R. to K. Kt. sq. 

25. K. R. to his 2d. 

26. K. R. to K. Kt. 2d. 

27. Q. R. P. one. 



158 CHESS FOR WINTER EVENINGS. 

28. Q. Kt. P. two. 28. Q. to Q. Kt. 3d 

29. B. to his 3d. (d) 29. Kt. to his 6th. 

30. Q. R. P. one. 30. Kt. to K. 5th. 

31. Q. Kt. P. one. 31. K, Kt. P. one. 

32. K. B. P. one. 32. K. Kt. P. one. 

33. K. R. P. takes P. 33. R. takes P. 

34. Q. R. to Q. B. 2d. 34. K. R. P. one. (e) 

35. R. takes P. 35. R. to K. Kt. 6th. 

36. R. takes R. 36. R. takes R. 

37. Q. R. P. one. (/) 37. Q. to K. R. 3d. 

38. Q. B. to Q. 2d. 38. Q. to K. R. 6th. 

39. Q. to K. B. sq. 39. R. to K. Kt. sq. 

40. K. B. P. one. 40. Q. to K. R. 4th. 



41. 


K. B. P. one. 


41. R. to K. B. sq. 


42. 


K. P. one. 


42. Kt. to his 6th. 


43. 


Q. to K. B. 3d. 


43. Q. to R. 8th (check), 


44. 


K. to his B. 2d. 


44. Kt. to K. 5th (check). 


45. 


K. to his 2d. 


45. Q. to Q. Kt. 8th. 


46. 


K. P. one. 


46. Q. takes Q. Kt. P. (ch.) 


47. 


Q. to her 3d. 


47. Kt. to his 6th (check). 


48. 


K. to Q. sq., and Black 


resigned. (^.) 



NOTES TO GAME V. 

ift) See preceding game, note (a). 

(b) K. Kt. to B. 3d, would also have been a good move. 

(c) Badly played : he should have moved his Q,. B. P. one sq. 
(I) Instead of this move G. Walker suggests R. to Q,. B. 5th. 
(e) Kt. to K. Kt. 4th would probably have been better play. 

(/) An ingenious move : had Black taken the Q,., and afterwards 
llic B., vidth his R., he could not have prevented his opponent 
" Queening" the K. B. Pawn. 

(g) Suppose :— 

48. Q. takes Q. 
49. P. takes R., queens and checks. 49. K. where he can. 



THE KING S BI5H0P S OPENING. 



159 



50. Q. to Q. B. 6th (checks). 

51. Mates in two moves. 



50. P. interposes. 



GAME VI. 
The following game, played by correspondence between 
Now- York and Norfolk in 1840, stands recorded in the Paris 
chess periodical, " Le Palamede," with certain strictures on 
the conduct of the game at a particular period, calculated 
in a manner to detract from the credit justly due the N. Y. 
Club. We give the game, subjoining M. St. Amant's criti- 
cisms, on the subject of which we further add a few remarks 
by Mr. C. H. Stanley, as they have recently appeared in 
the chess column of the N. Y. Spirit of the Times. 



White (Norfolk). 

1. K. P. two. 

2. K. B. to Q. B. 4th. 

3. Q. B. P. one. 

4. Q. to K. B. 3d. (b) 

5. K. Kt. to K. 2d. 

6. Q. P. two. 

7. Castles. 

8. P. takes P. 

9. Kt. to K. Kt. 3d. 

10. Q.toQ. 3d. 

11. Q. Kt. P. two. 

12. Q. B. to K. 3d. 

13. Kt. takes Kt. 

14. Kt. to Q. 2d. 

15. Q. to Q. B. 2d. 

16. Q. takes R. (e) 

17. Q.toQ. B. 

18. K. Kt. P. one. 

19. K. B. to Q. 5th. 

20. B. takes Kt. 



Black (New- York). 

1. K. P. two. 

2. K. B. to Q. B. 4th. 

3. Q. to K. Kt. 4th. (a) 

4. Q. to K. Kt. 3d. (c) 

5. Q. P. one. 

6. K. B. to Q. Kt. 3d, 

7. K. Kt. to B. 3d. 

8. P. takes P. 

9. Q. B. to K. Kt. 5th. 

10. Q. Kt. to Q. 2d. 

11. K. Kt. toR. 4th. 

12. Castles Q. R 

13. B. takes Kt. 

14. Kt. to K. B. 3d. 

15. R. takes Kt. {d) 

16. Kt. takes P. 

17. B. to K. B. 6th 

18. K. R. P. two. (/) 

19. K. R. P. one. 

20. Q. takes B. 



160 CHESS FOR WINTER EVENINGS. 

21. B. takes B. 21. Q. to K. Kt. 5th. 

22. Q. to K. 3d. 22. R. P. takes B. 

23. K. R. to Q. Kt. 23. K. P. one. 

24. Q. to K. 24. K. B. P. two. 

25. R. to Kt. 2d. 25. K. B. P. one. 

26. Q. R. toQ.. Kt. sq. New- York now mates in 4 movca 

NOTES TO GAME VI. 

(a) This move in defending the ordinary Bishop's opening, is tlio 
invention of the great Italian chess players, and merits more atten- 
tion than writers on the game have bestowed on it. It gives some 
attack to the second player, and has been analyzed by Walker 
and Lewis. Calvi (Course of Chess, Palamede, 3d lesson, vol. I., 
p. 98) condemns it. 

(b) The best move. K. Kt. P. might be pushed two sq., or K. 
played to his B. sq. The move played by Norfolk is acknowledged 
to be superior. 

(c) This is the move indicated by Lewis. Walker recommends 
Q. P. two sq. ; the latter move is more brilliant, the one played pro- 
bably more solid, and consequently preferable in a match by corres- 
pondence. 

(d) Upon this bold move by the N. Y. Club, M. St. Amant, Ed. 
of the Palam<ide, now remarks : " This sacrifice, which should have 
" given a losing game to the N. Y. players, is eventually the cause 
" of their winning it. This may be called ' luck' at chess." 

" We cannot help thinking that M. St. Amant has been too hasty 
in arriving at the conclusion which he now expresses ; in our 
opinion, the giving up of R. for Kt. is perfectly sound, and we must 
protest against the injustice of attributing the deserved success of 
tliis beautiful combination to any thing like " luck." 

(e) Upon this move M. St. Amant again remarks : " The Norfolk 
" players here commit a radical error. They should have captured 
" R. with B. They lose time, and consequently the benefit of the 
" exchange. Had tliey, on the contrary, taken R. with B., the ad- 
* verse party would have taken P. with Q,., which would have caused 
■* ail exchange of Queens; forbad Black then captured the Pawn 



THE king's bishop's OPENING. 161 

' with Kt., White would have taken K. B. P. with B., attacking Q,., 
" and would have regained Pawn, remaining also with the full benefit 
" of the exchange." 

Surely M. St. Amant could not seriously believe tliat N. Y. 
would have taken P. with Q. in the position created by his supposed 
variation! Supposing Norfolk to take R. with B., \^e would sug 
gest :— 

While. Black. 

16. B. takes R. 16. B. to K. B. 6th. 

17. K. Kt. P. one. 17. Q. to K. Kt. 5th. 

18. R. to K. sq. 18. B. takes K. P. 

If White should now play B. to Q. 3d, Black would take K. B. P. 
with B., checking and winning easily ; and if he should play Q. to 
her sq., it would be necessary to sacrifice R. for B., in order to avoid 
certain contingencies : for example — 

19. Q. to Q. sq. 19. Q. to K. R. 6th. 

20. B. to K. B. sq. 20. B. takes K.B. P., checking 

21. K. takes B. 21. Kt. to Kt. 6th, checking. 

22. Q. takes Kt. (best.) 22. Q. takes Q., «Slc. 

Now, with the exception of these variations, it appears to us that 
White has no plausible move but to surrender at once the temporary 
and imaginary advantage he has obtained, by the immediate sacrifice 
of R. for Q. B., v/hich would certainly leave N. Y. with a winning 
game.* 

(/) The apparent move of Q. to Kt. 6th, followed by moving her 
(o R. 6th, threatening mate, was correctly deemed useless by the N. 
Y. players. Norfolk would have been obliged to play K. R. to make 
room for Bishop's being played to his own sq., forcing Q. to retreat, 
and averting mate. 

GAME VII. 

Between two strong players, at Goode's Chess Rooms, 
London. 

* Since the above was written, M. St. Amant, in a late number of 
the Palamfede, has folly admitted the correctness of the above analysisi 
in terms alike creditable to himself and to the conductors of the N. Y. 
game. 



L62 CHESS FOR WINTEK EVENINGS. 

White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. to Q. B. 4th. 2. K. B. to Q. B. 4th. 

3. Q. B. P. one. 3. Q. to K. Kt. 4th. (o) 

4. Q. to K. B. 3d. 4. Q. to K. Kt. 3d. 

5. K. Kt. to K. 2d. 5. Q. P. one. 

6. Q. P. two. 6. P. takes P. 

7. P. takes P. 7. B. to Q. Kt. 3d. 

8. K. P. one. 8. K. Kt. to K. 2d. 

9. K. P. one. 9. K. B. P. one. 

10. Q. Kt. to B. 3d. 10. Castles. 

11. K. Kt. to K. B. 4th. 11. Q. to K. sq. 

12. Q. B. to K. 3d. 12. Q. Kt. to Q. B. 3d. 

13. Q. R. to Q. sq. 13. K. to R. sq. 

V 14. K. R. P. two sq. 14. Q. Kt. to Q. sq. 

15. K. R. P. one. 15. K. B. P. one. 

16. Q. Kt. to Q. 5th. 16. Q. B. takes P. (5) 

17. Kt. takes Kt. 17. Q. takes Kt. 

18. Kt. to K. Kt. 6th (ch). 18. R. P. takes Kt. 

19. R. P. takes P. (dis. ch.) 19. K. to Kt. sq. 

20. K. R. to K. R. 8th (ch). 20. K. takes R. 

21. Q. to K. R. 5th (check, and mate next move), (c) 

NOTES TO GAME VII. 

(a) See preceding game, note (a). 

(h) He would have had a better game by taking this dangerous 
Pawn with his Queen's Kt. 

(c) The latter part of the game is played with much spirit by 
the first player. 

GAME VIII. 
Our next hve concluding games turn upon a variation in 
the defence of the Bishop's opening, commented upon at 
Ifsngth by the German writer, Allgaier. The sketch, com- 



THE king's bishop's OPENING. 163 

prising this and the three following games, was originally 
written for the " Palamede" by G. Walker. 

Wliite. Black. * 

1. K. P. two. 1. K. P. two. 

2. K. B. to Q. B. 4th. 2. K. B. P. two sq. 

This move of Black constitutes Allgaier's game. It is 
not as strong as bringing out K. Kt. to B. 3d, or K. B. to Q. 
B. 4th, but it abounds nevertheless in stratagems and snares, 
into which the adversary may easily fall, especially if the 
opening be new to him. 

Should you now take P. with P., and after Black's bring- 
ing out K. Kt. to B. 3d, support the doubled P. with K. Kt. 
P., as in the ordinary gambit, you will certainly get a bad 
game by Black's pushing up Q. P. two, masking B. and ac- 
quiring a fine attack. At this point you may play Q. P. one 
or two sq., or bring out Q. Kt. to B. 3d. See opening moves 
of Game XIII., and note (a). 

Allgaier supposes you now to take K. Kt. with K. B. 

3. B. takes Kt. 3. R. takes B. 

Your best move now is Q. P. two, but our German author 
supposes you to take Pawn. 

4. P. takes P. 4. Q. P. two (strongest) 

5. Q. checks. 5. K. Kt. P. one. 
Should Q. take R. P., Black plays R. to Kt. 2d. 

6. P. takes P. 6. R. takes P. 

7. Q. takes R. P. 

It is obvious you would lose Q. were you to capture K. 
Pawn. 

7. Q. to K. B. 3d. 

8. Q. takes Q. B. P. 8. Q. Kt. to B. 3d. 

9. Q. to K. R. 7th (forced). 9. K. R. takes K. Kt. P. 

10. Q. to K. R. 5th (check). 10. K. to Q. sq. 

11. Q. to K. 2d sq. 11. Q. Kt. to Q. 5th. 



164 CHESS FOK WINTER EVENINGS. 

White. Black. 

12. Q. to K. B. sq. 12. Kt. takes P. (check). 

13. K. t(f Q. sq. 13. R. takes K. B. P. 

14. Q. to Q. Kt. 5th. 14. Kt. to Q. 5th. 

15. Q. takes Q. P. (check). 15. K. B. to Q. 3d. 

16. Q. to K. Kt. 8th (check). 16. K. to Q. B. 2d. 

17. Q. to R. 7th (check). 17. Q. B. covers, 

and Bl. wins easily. 

GAME IX. 

(Continued from Allgaier.) 

1. K. P. two. 1..K. P. two. 

2. K. B. to Q. B. 4th. 2. K. B. P. two. 

3. Bishop takes Kt. S. R. takes B, 

4. P. takes P. 4. Q. P. two. 

5. Q. checks. 5. K. Kt. P. one. 

6. P. takes P. 6. R. takes P. 

7. Q. P. one. 7. Q. B. to Kt. 5th. 

8. Q. takes R. P. 8. Q. to K. B. 3d. 

9. Q. takes Q. B. P. 9. Kt. to Q. B. 3d. 

10. Q. takes Kt. P. 10. Q. R. to Kt. sq. 

If you play Q. to Q. R. 6th, he will move Q. B. to lis 
sq., and afterwards play Q. R. to Q. Kt. 5th, winning the 
Q,. at the least. 

11. Q. to K. R. 7th. 11. K. B. to Q. B. 4th. 

12. K. B. P. one. 12. K. B. takes Kt. 

If you take B. with R., Black takes P. with B., and up- 
on your playing R. to K. B. sq., he takes K. Kt. P. with R. 

13. K. B. P. takes B. 13. Q. to K. B. 7th (check). 

14. K. to Q. sq. 14. Q. to K. B. 8th (check). 

15. K. to Q. 2d sq. 15. Q. takes Kt. P. (check), 

and Bl. wins speedily. 



TliE KING S BISHOP S OPENING. 



165 



GAME X. 

(Continued from Allgaier.) 

White. 

1. K. P. two. 

2. K. B. to q. B. 4th. 

3. B. takes Kt. 

4. P. takes P. 

5. Q. checks. 

6. P. takes P. 

7. K. R. P. one. 

8. K. Kt. to B. 3d. 

9. K. Kt. to R. 4th. 

10. Kt. takes R. (see Var.) 

11. Q. to K. B. 3d. 

12. K. Kt. P. two. 



Black, p 

1. K. P. iioo. 

2. K. B. P. ttco s(j. 

3. R. takes B. 

4. q. p. two. 

5. K. Kt. P. one. 

6. R. takes P. 

7. Q. to K. B. 3d. 

8. Q. Kt. to B. 3d. 

9. K. B. to Q. B. 4th. 

10. P. takes Kt. 

11. Q. B. to K. B. 4th. 

12. Q. Kt. to Q. 5th. 

13. Q. takes Q. P. 13. Kt. takes P. (check). 

14. K. to Q. sq. 14. Q. R. to Q. sq. 

15. Q. takes B. 15. Q. B. to K. 5th. 

16. R. to K. sq. 16. Q. to K. B. 6th (check). 

17. R. covers. 1.7. Q. to K. R. 8th (check) 

18. R. interposes. 18. Q. takes R. and givea 

mate. 
The moves in this attack are brilliant, and the defence 
very naturally leads to them. 

Variation commencing at 10th move of White : 

10. Castles. 10. Q. Kt. to Q. 5th. 

11. Kt. takes R. 11. P. takes Kt. 

12. Q. to her sq. 12. Q. B. takes K. R. P. 

13. P. takes B. 13. Kt. to K. B. 6th (check). 

14. K. to Kt. 2d. 14. K. P. one. 

16. Q. P. one. This is the only move indicated by All- 
gaier, for which a stronger one might probably be substituted ; 
our present aim is simply to give a summary sketch of the 
principal features of his very brilliant opening. 



166 



CHESS FOR WINTER EVENINGS. 





White. 




Black. 






15. 


Castles. 


16. 


Q. Kt. to Q. 2d. 


16. 


Q. to K. Kt. 4th (cheek). 


17. 


K to R. sq. 


17. 


Q. R. K. R. sq. 


18. 


Kt. takes Kt. 


18. 


R. takes P. (check). 


19. 


Kt. interposes. 


19. 


Q. to R. 5th, and forces 
the game. 






GAME XL 




(Continued from Allgaier.) 




WhUe. 




Slack. 


1. 


K. P. two. 


1. 


K. P. two. 


2. 


K. B. to Q. B. 4th. 


2. 


K. B. P. two. 


3. 


B. takes Kt. 


3. 


R. takes B. 


4. 


P. takes P. 


4. 


Q. P. two. 


5. 


Q. checks. 


5. 


K. Kt. P. one. 


6. 


P. takes P. 


6. 


R. takes P. 


7. 


K. Kt. to B. 3d. 


7. 


Q. B. to Kt. 5th. 


8. 


Q. takes R. P. 


8. 


Q. to K. B. 3d. 


9. 


Q. takes Q. B. P. 


9. 


Q. Kt. to B. 3d. 


10. 


Q. takes Q. Kt. P. 


10. 


Q. R. to Kt. sq. 


11. 


Q. to Q. R. 6th. 


11. 


K. P. one. 


12. 


Q. to K 2d. 


12. 


Q. Kt. to Q. 5thj and 

wins. 



GAME XII. 
Played between Messrs. Mayet and Heydebrant, two 
strong players of the Berlin Chess Circle. 



White (Mr. Mayet). 

1. K. P. two. 

2, K. B. toQ. B. 4th. 
8 B. takes Kt.* 

4. P. takes P. 



Black (Mr. Heydebrani). 

1. K. P. two. 

2. K. B. P. two. 

3. R. takes B. 

4. Q. P. two. 



' Q. P. one is '.he correct reply See next Game, note (c). 



THE KINGS BISHOPS OPENING. 



l(J7 



b. Q. 

6. P. 

7. K. 

8. K. 

9. Q. 

10. K. 

11. Kt 

12. K. 

13. Q. 

14. Q. 

15. Q. 

16. Kt 

17. K. 

18. K. 

19. Q. 

20. Kt 

21. Kt 

22. R. 

23. K. 

24. K. 



WTiite. 

checks, 
takes P. 
R. P. one. 
Kt. to B. 3d. 
Kt. to B. 3d. 
Kt. to R. 4th. 
, takes R. 
to Q. sq. 
to K. R. 7th. 
takes Q. B. P. 
takes Q. Kt. P. 
, to Q. Kt. 5th. 
to K. 2d. 
to Q. sq. 
to B. 6th. 

. to B. 7th (check). 
, to Q. Kt. 5th. 
to K. sq. 
to K. 2d. 
to B. sq. 



Black. 

5. K. Kt. P. one. 

6. R. takes P. 

7. Q. to K. B. 3d. 

8. Q. Kt. to B. 3d. 

9. Q. B. to K. 3d. 

10. Q. Kt. to Q. 5th. 

11. Kt. takes Q. B. P. (ch.j 

12. P. takes Kt. 

13. Kt. takes Q. R. 

14. Q. to K. B. 4th. 

15. R. to Q. sq. 

16. Q. to Q. B. 7th (check). 

17. Q. to K. 5th (check). 

18. R. to Q. 2d. 

19. Q. B. to K. B. 4th. 

20. K. to B. 2d. 

21. Q. takes K. Kt. P. 

22. Q. B. to B. 7th (check). 

23. Q. to K. 5th (check). 

24. B. checks, and White re- 



GAME XIII. 
Between St. Amant and four of the best players 
Douai Club, united in consultation. 



in llie 



White (St. Amant). 




Black (Union). 


1. K. P. two. 


1. 


K. P. two. 


2. K. B. to Q. B. 4th. 


2. 


K. B. P. two. 


3. Q. P. two. (a) 


3. 


Q. Kt. to B. 3d. 


4. K. Kt. to B. 3d. 


4. 


K. B. P. takes P. 


5. Kt. takes K. P. 


5. 


Kt. takes Kt. 


6. P. takes Kt. 


6. 


K. Kt. to K. 2d. 


7. Q. B. to Kt. 5th. 


7. 


K. R. P. two. (b) 



168 



CHESS FOR WINTER EVENINGS. 



8. Q. 

9. Q. 

10. B. 

11. Q. 

12. B. 

13. Q. 

14. Q. 

15. B. 

16. B. 

17. B. 

18. Kt 

19. B. 
And 



White. 
B. P. one. 8. Q 

to Q. Kt. 3d. 9. Q, 

toK. B. 7th, check. ((Z) 10. K, 



B. to K. B. 4th. 

to K. 3d. (e) 

Kt. to Q. 2d. (/) 

Kt. to Q. B. 4th. 

to Q. B. 5th. 

to Q. 6th. 

takes Kt. check. (Ji) 

. to Q. 6th. 

to K. Kt. 8th. (i) 



11. K, 

12. B. 

13. K. 

14. Q. 

15. Q 

16. Q 

17. K, 

18. Q 

19. K. 



Black. 
B. P. one. 
to Q. R. 4th. (c) 
to Q. sq. 
Kt. P. two. 
to K. Kt. 2d. 
Kt. P. one. 
to Q. B. 2d. 
Kt. P. two. 
to Q. Kt. 2d. (g) 
takes B. 
to Q. B. 2d. 
B. takes P. 



White mates in two moves. 



NOTES TO GAME XIII. 

(a) Q. p. one sq. is preferable. Walker, in his " Art of Chess 
Play," gives the following as White's strongest mode of play : 
White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. to Q. B. 4th. 2. K. B. P. two. 

3. As your best course, you now decline taking Kt., or accepting 
Pawn. You may risk playing K. Kt. to B. 3d, or Q. B. P. one. If 
you move Q,. P. two, his best reply is K. P. takes P., and if you re- 
take with Q,., he moves Q. Kt. to B. 3d. 

Q. P. one (best). 3. K. Kt. to B 3d. 



In the first place, 

K. B. P. two (best). 4. Q. P. one. 

K. Kt. to B. 3d. 



6. K. B. P. takes P.— If K. P. 
takes K. B. P., you castle. 

6. P. takes P. 6. Q. B. to Kt. 6th. 

7. P. takes P. 7. B. takes Kt. 

8. Q. takes B. 8. P. takes P. 
y. Q. to Q. Kt. 3d, with the better game. 



THE king's bishop's OrExNINR. 1(59 





While. 


Blacli. 
In the second place, 


4. 
5. 

6. 

7. 


K. Kt. to B. 3d. 

Castles. 

K. Kt. to Kt. 5th. 

K. to R. sq. 


4. Q. B. P. one (best). 
6. Q. to Q. B. 2d. 

6. K. B. to Q. B. 4th. 

7. K. R. P. one. 


8. 


Kt. to K. B. 7th. 


8. K. R. to K. B. 


9. 


K. B. P. two. 


9. Q,. P. one, and tvins. 



(Z>) Hazardous. 

(c) Not a bad retort under existing circumstances. 

{d) This move was not made without due consideration. Tho 
strength of White's game hinges on maintaining K. P. 

(fi) B. takes P. would have been bad play. This simple retreat 
of B. elTectively protects K. P., which Black cannot take without 
losing K. R. 

(/) Again protecting K. P., which Black cannot capture with- 
out losing a piece. 

(g) Black's Queen is fatally hampered. 

(h) Intending next move to attack Q. with Kt., thus keeping 
Black in the toils. 

(i) A well planned move. If Black take B. with R., Queen 
mates in three moves. 

By playing over these concluding games attentively, the 
chess student cannot fail to acquire many new ideas ; he will 
be particularly struck with the superiority of a good position 
over a force numerically great, but inert. 

CLOSING REMARKS ON BISHOP'S OPENING. 

Walker, in his " Art of Chess Play," concludes his ana- 
lysis of the Bishop's Opening with the following remarks : 

Each party having begun with K. P. two. White can 
play no better move than K. B. to Q. B. 4th. 

White playing K. B. to Q. B. 4th thus on move 2, Black 
may answer in various forms, of which the best is K. B. to 
Q. B 4th also. 



L70 CHESS FOR WINTER EVENINGS. 

Both parties having thus moved K. B. to Q. B 4th at 
move 2, White has no better continuation for his 3d move 
than Q. B. P. onej to which the soundest answer is Q. to K. 
2d, or Q. to K. Kt. 4th. Moving Q. P. one at this point is 
weak, and K. Kt. to B. 3d decidedly exceptionable for second 
player. If Black play Q. P. two sq. at this stage, he gets 
an inferior game, White shaping his reply as in Game XI V". 

Allgaier's variation in the defence of this opening is a 
dangerous game for Black. 

GAME XIV. 
White. Black. 

1. K. P. two. 1. The same. 

2. K. B. to Q. B. 4th. 2. Same. 

3. Q. B. P. one 3. Q. P. two. 

4. K. B. takes P. 4. K. Kt. to B. 3d. 

5. Q. P. two (good). 5. P. takes P. 

In the first place, 

6. P. takes P. 6. B. checks at Q. Kt. 5th 

7. Q. B. to Q. 2d. 7. B. takes B. check. 

8. Q. Kt. takes B. 8. Kt. takes B. 

9. P. takes Kt. 9. Q. takes P. 

-White for choice; the isolated Pawn being no disadvan 
tage. 

In the second place, 

6. Q. B. to Kt. 5th (best). 6. Q. B. P. one. 

7. B. to Q. B. 4th. 7. Q. to Q. 3d. 

8. B. takes Kt. 8. Q. takes B. 

9. K. Kt. to B. 3d. 9. P. takes P. 

10. Q. Kt. takes P. 10. K. B. to Q. Kt. 5th. 

11. Q. to Q. Kt. 3d. 11. B. takes Kt. check. 
L2. P. takes B. and White has the strongest position. 



FIFTEEN PROBLEMS IN TWO MOVES. 171 

LESSON IV. 

FIFTEEN PROBLEMS IN TWO MOVES. 

The study of Problems forming Ends of Games won : r 
drawn by masterly moves, has always been considered by 
the best chess players and writers as eminently useful if not 
absolutely necessary towards forming the finished player. 
Well constructed problems display the numberless resources 
of the game ; and, what is more important, they habituate the 
player to calculate several moves in advance. To attain the 
latter desirable object, the student is earnestly recommended 
to endeavor to solve the pi'oblems from the diagrams alone, 
and if from the board, "without touching the men" until he 
is persuaded he has discovered the solution. There can be 
no doubt, remarks Mr. Lewis, that those who discover the 
method of winning from the diagram alone, are entitled to 
the praise of having fairly solved the problem ; but the like 
praise cannot be given to those who, placing the pieces oir 
the board, try first this, then that move, until they have hi*, 
on the right one. It must, however, be confessed that the 
latter method considerably lessens the difficulty. Among 
these positions will be found many in which the first player 
not being exposed to an immediate checkmate, it by no means 
follows that he must give check every move ; such positions 
are more difficult than those in which from the situation of 
the pieces it is evident the Black must be checked every 
move. 

In the following problems, many of which have never 
before appeared on diagrams, it is to be understood that 
White has always the first move, unless otherwise expressed 



172 



CHESS FOR WINTER EA-ENINGS. 



IIOM THE LONDON ILLUSTRATED NEWS 



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PROBLEMS IN TWO BIOVES. 



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FROM THE "PALAMEDE. 




White moving first mates in two moves. 



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FROM THE SANSCRIT, 






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White to move and mate ir two moves. 



PROBLEMS IN TWO MOVES. 



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BY BREDE OF ALTCNA. 



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White to move and mate in two moved. 



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CHESS FOE WINTER EVENINGS. 



No. 5. 

BY HERR KUIPER, 



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PROBLEMS IN TWO MOVES. 



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White to play and mate in two moves. 



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BY HERR KLING. 



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White to plaj and mate in two moves. 



t-ROBLEMS IN TWO MOVES. 



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White to play and mate in two moves. 



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CHESS FOR WINTER EVENINRS. 



3)10. 9. 

BY HERR BREDE. 

BLACK. 



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PROBLEMS IN TWO MOVES. 



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BY D'ORVILLE. 









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White to play and mate in two moves. 



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CHESS FOR WINTER EVENINGS. 



BY HERR KLING 



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White to play and mate in two moves. 






PROBLEMS IN TWO MOVES. 



185 



3^0. 11 



BY CLARE. 
(Fioiii tlie C. P. Chronicle.) 






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WHITE. 

V^'liite to play. Compels Black to mate in two movcR. 



CHESS FOR WINTER EVENINGS. 
BY THE EDITOR. 



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Wliite to play, and draw. 



THE MONKE Y 



THE GASCON CHESS KNTGHT 



THE MONKEY AND THE GASCON CHESS KNIGHT. 

" Al ajcdrcz lafuerza es rclatlva.'" 

Ik times gone by there dwelt in the good city of Boraeaux a 
chess-player, whose skill in the royal game had gained him the uni 
versa! cognomen of the " Chevalier de I'Echiquier." No rival had 
he met with in all his native province of Gascony ; and to contest a 
game at all with him, or even to merit his approbation, was deemed 
high honor by the most illustrious in the game. In all chess matters 
his word was law, and he could not touch a pawn without eliciting 
bursts of applause from the by-standers. 

Our Gascon was enjoying the plenitude of all this glory, when 
there chanced to pass through Bordeaux a certain Spanish Cavalier, 
who hearing of our hero's great skill, sought an opportunity of judg- 
ing of his prowess in the game. He accordingly was presented, and 
having premised his wish to be admitted to the honor of contending 
with the renowned professor, by stating that the best player in Spain 
usually gave him the odds of the Rook, and played without seeing 
the board, our knight unhesitatingly bowed assent, removed his 
Queen's Rook from the board, retired to an opposite corner, and 
addressing his opponent. Sir Cavalier, said he, I give you the 
Rook, the move is mine ; King's Pawn two sq. . . . May I inquire 
whether you have many very strong players in Spain ? 

Many Sir. . . . King's Pawn two sq. 

K. B. to Q. B. 4:th sq. Please name them. 

Since the death of our celebrated Ruy Lopez, Don Diego de 
Lucena, whose grandsire was one of our earliest writers on the game, 
has not degenerated from the parent-stock. He is unquestionably a 
fme player, but he cannot compare with . . . K. B. to Q. B. 4:th. 

With whom, pray ? Q. to K. 2d sq. 

With Don Gabriel de Rojas. . . . Q. to K. 2d sq. 

De Rojas ? . . I never heard the name. . . Q. Kt. to B, 

M sq. 



190 CHESS FOR WINTER EA'ENINGIS. 

Q. B. P. one . . Can it be that his fame has never reached 

you ! 

Never, his residence 1 . . K. B. P. two sq. 

Seville, and the finest players in Spain have all visited him 

In turn. . . Q. Kt. P. two. (a) 

K. B. to Q. Kt. 3d. (musingly). Rojas ! Rojas ! . . and do 

they never vv^in ? 

Alas ! no, they all leave him crest-fallen, and forcea to 

acknovv^ledge no chess player in the universe can compete with Don 
Gabriel de Rojas. . . Q. R. P. two sq. 

You inspire me with the greatest desire to make his acquair^- 

tance ; and if we ever meet, despite the opinion of your Castilian 
players, I may not unworthily maintain the honor of our escutcheon 
of Gascony. . . Q. R. P. two. In this manner they continued 
playing and conversing, the game meanwhile running thus : 



White (The Gascon). 


Black (The Castilian). 




7. Q. Kt. P. one. 


8. Q. Kt. to Q. sq. 


8. K. B. takes K. Kt. 


9. R. takes B. 


9. K. Kt. to B. 3d. 


10. Q. P. one. 


10. Q. P. two. 


11. K. B. P. one. 


11. P. takes P. 


12. P. takes P. 


12. Q. B. toR. 3d. 


13. Q. to K. B. 3d. 


13. Q. Kt. toQ. 2dsq. 


14. Q. B. to K. Kt. 5th. 


14. Q. Kt. to Q. B. 4th. 


15. K. B. toQ. R. 2d. 


15. Castles on K.'s side. (5) 


16. Kt. to K. B. 2d. 


16. Q. R. to Q. 


17. K. Kt. P. two. 


17. Q. to Q. 3d. 


18. Q. toK. 3d. 


18. Kt. takes Q. R. P. (^c) 


19. Q. B. takes K. Kt. 


19. Q. takes Q. B. 


20. K. Kt. P. one. 


20. Q. to Q. 3d. 


21. K. Kt. P. one. 


21. Kt. takes Q. Kt. P. (cT) 


22. Q. to K. Kt. 5th. 


22. Q. to K. B. 3d. 



(a) Q. P. two sq. would have been better play. 

(5) He would have lost at least a piece by taking the King's Pawn 
ivith Queen's Knight, because the first player, after capturing King's Kt. 
uith Bishop, upon Black's taking the Bishop with his Knight, could then 
hav^ taken Q. B. P., checking, and winning a Rook. 

(c) With so much advantage in force, our Castilian should have prof- 
fered to exchange Queens at Q. 5th sq. 

(d) Badly played. — By moving K. to R. sq. he might probably huve 
yaved the game. 



THE MONKEY AND THE GASCON CHESS KNIGHT. 191 



While. 


Black. 


23. Q. to K. R. 5th. (a) 23. 

24. K. Kt. P. takes K. B. 24. 
P. (check) (b) 

25. R. to Kt. 6th. 25. 


K. R. P. one. 
K. to R. 2d. 

Q. to K. 2d. 



At this point our hero rose saying, " You Iiave lost Sefior : thf' 
mate is now forced in exactly three moves." 

After this conversation the Chevalier de I'Echiquier became an 
unliappy man. The idea that he had a rival, and perhaps a master, 
embittered every triumph, and the laurels of the Sevilian Miltiades 
banished sleep from the Uds of this new Themistocles. This state 
of uncertainty became finally so insupportable that he resolved to euil 
it, and having made his arrangements he departed for Seville. No 
sooner iiad he reached that city than he hastened to the residence of 
Don Gabriel de Rojas. He found the great man intent upon a game 
of chess ; a monkey with a grave phiz occupying the seat opposite 
him, and looking for all the world like an adversary. " Seiior," said 
ti.o French champion, " drawn hither by the renown of your skill in 
the noble game of chess, I dare present myself as an aspirant to 
compete with you on the chequered field, if you will admit me to so 
great an honor. In Bordeaux I enjoy some reputation, and I may 
even venture to say that no players in that city can dispute the palm 

with me." " Come sir," replied the Spaniard, smiling, " be seated, 

I shaU endeavor to prove worthy of the favor you confer." 

The two champions fairly " en presence," the game began ; but 
hardly had a dozen moves been played, when Don Gabriel rose sud- 
denly and said to the astonished Frenchman, " It is useless. Sir, to 
continue ; you cannot play with me. . . . You are at most a match 
for my monkey," "What !" replied the ChevaHer ; " do you mean 
to insult me T" — " By no means," answered the Spaniard ; " know 
that Monito is a finished player, and you need feel no humiliation in 
being placed on a level with him. I should even bet against you." 

(a) The best mode of winning. — Instead of this move, had White 
ventured to take K. B. P. checking, Black could not have moved King to 
corner without losing his Queen. The student will easily discover why. 

(b) Had the first player attacked the adverse Queen with his Knight 
he would have lost the game. 



192 



CHESS FOR WINTER EVENINGS. 



~" Since yoii insist," rejoined the astounded Frenchman, " I consenl 
to your proposal, were it only for the singularity of the thing. We 
shall see whether this brute can contest the victory with me." 

Monito was soon in Don Gabriel's seat, and continuing his mas- 
ter's game with the gravest countenance in the world, he played 
move after move, until having reduced the game to the following 
position, and it being his turn to move, he uttered a most indescribable 

Le Chevalier (Black). 




Monito (White). 



chatter, displaying at the same time his left paw with the fingers 
extended, as if to indicate check-mate in four moves. As the suc- 
cessive moves developed the mate, the Chevalier, overcome with shame 
and mortification, lost all control over himself, and striking the poor 
unimal a violent blow, he sent him reeling into the middle of the 
ixiom. The Spaniard, much displeased, interposed, and addreraing 
l<cen reproaches to our hero for his brutal conduct, the latter apolo-- 



THE MONKEY AiND THE GASCO.V CHESS KNIGHT. 10J5 

gized, but inwardly stung to the quick, he falteringly demanded Ms 
" Revanche." 

" Monito," replied Don Gabriel, " will hardly consent to play 
another game with you after such severe handling ; I will try never- 
tiieless ivhat persuasion will do." With much coaxing, and more 
eepecially by promises of better treatment, the Spaniard succeeded in 
bniiging him back to the chess-board, and Monito commenced another 
game, but not without evident signs of fear and distrust. The move 
wa3 the Chevalier's, and notwithstanding his recent defeat he made 
hold to retort on Monito the opening of the preceding game, a varia- 
tion of the Bishop's game. The batt e proceeded thus : — 

Black (Le Chevalier). White (Monito). 

1. K. P. two. 1. K. P. two. 

2. K. B. to Q. B. 4th. 2. K. B. to Q. B. 4th. 

3. Q. to K. 2d. 3. Q. Kt. to B. 3d. 

4. B. takes K. B. P. check. 4. K. takes B. 

5. Q. to her B. 4th check. 5. Q,. P. two. 

6. Q. takes B. 6. P. takes P. 

7. Q. to herB. 4th check. («) 7. Q. B. to K. 3d. 

8. Q. takes P. 8. K. Kt. to B. 3d. 

9. Q. to K. R. 4th. (b) 9. Q. Kt. to Q,. 6th, 

10. Q. Kt. to R. 3d. 10. K. P. one. 

11. Q. B. P. one. 11. K. Kt. P. two. 

12. Q. takes K. Kt. P. 12. K. R. to K. Kt. sq. 

13. Q. to K. 3d. 13. Q. Kt. to K. B. 4th. 

14. Q. to K. 2d. 14. R. takes K. Kt. P. 

15. Q. Kt. to B. 2d. 15. Q. to her 3d. 

16. Q. Kt. to K. 3d. 16. Kt. takes Kt. 

17. Q. P. takes Kt. 17. Q. R. to K. Kt. sq. 

18. Q. to K. B. sq. 18. Q. R. to Q. sq. 

19. Q. to K. 2d. 19. Kt. to his 5th. 

20. Kt. to R. 3d. 20. Kt. to K. 4th. 

21. Kt. to K. B. 4th. 21. Kt. to K. B. 6th, check. 

22. K. to his B. sq., and the game presented the following 
position : 



(a) Black wins the Pawn, but by so doing he loses moves and allowe 
liiB adversary to deploy all his force. 

(6) In this position Black may play Q. to six different sq., either of 
Mliich will give hinv a bad game. Of these he selects the best, as offer- 
ing the lojigest resistance. 



194 



CHESS FOR WINTER EVENINGS. 

Le Chevalier (Black). 




MoNiTO (White). 

At this point, Monito, with the same queer chatter as before, 
darted away with all the nimbleness of his tribe, and in an instant he 
was perched on the top of his master's cabinet. The Gascon looked 
around inquiringly at Don Gabriel. — " Do you not see," said the 
latter, *' that your game is irretrievably lost ?" Play as you will you 
are checkmated in exactly six moves, and most assure'dly you need 
not be surprised at Monito's feeling some apprehension for the con- 
sequences of his victory." Then with a tone, betokening somewhat 
of superiority, he added in his own noble language, " Mi amigo, en 
nada es la fuerza mas relaliva que en el juego de ajedrez." " My 
friend, nothing exemplifies more forcibly than the game of Chess, that 
strength is relative. Seldom do I now experience defeat, but know 
that the time was when from our much lamented Ruy Lopez de Si- 
gura, I usually received the odds of Pawn and move." 

After his discomfiture, our hero deeming it useless to prolong his 



THE MONKEY AND THE GASCON CHESS KNIGHT. 



195 



stay in Seville, sadly wended his way back to the scene of his formei 
triumphs; and when, upon his arrival, his Chess-friends eagtdy 
inquired whether he had won of Don Gabriel de Rojas ; " Alas !" 
replied he, "I could not even win of his monkey." 




White has the nnove, and engages to give mate without 
moving his K. once, or capturing any of the adverse Pawns. 
Jn liow mtiny moves can he effect this ? 



BOOK III. 

THE KING'S KNIGHT'S OPENING. 

ELEMENTARY ANALYSIS.— THE GIUOCO PIANO OPENING 
EXAMINED.— THE QUEEN'S PAWN TWO OPENING- 
TWELVE PROBLEMS.— HOW A WORLD WAS 
WON, OR A GAME OF CHESS IN 1492. 



THE KING'S KNIGHT'S OPENING. 



LESSON J 



When, after each party has played his K. P. two sq., First 
Player attacks K. P. at once with K. Kt., the game is termed 
the King's Knight's Opening. The most important branches 
of Chess spring from this move, which is perhaps more used 
tlian any other, its claims to patronage being founded on the 
soundest principles. Hence the lengthy analysis this opening 
has undergone in every treatise of note. It being our inten- 
tion to give many examples of this game, and of certain 
branches springing from it, as they have occurred over the 
board between the most distinguished players, we shall 
confine ourselves in the present lesson to a rudimentary 
examination of a few of the obvious methods of meeting the 
sortie of Knight, beginning with the most exceptionable. The 
best move for Black, in answer to K. Kt., is Q. Kt. to B. 3d, 
defending P., and playing forth a piece. Suppose such move 
to be played, and to be followed by each party moving K. 
B. to Q. B. 4th, the game becomes the Giuoco Piano oi 
Italian writers. 

ELEMENTARiT ANALYSIS. 

FIRST GAME. 

White. Black 

1. K. P. two sq. 1. K. P. two sq. 

2. K. Kt. to K. B. 3d sq. 

Your Kt. now attacks his King's P., and as he has sev 
era! methods of defending it, there is great variety in this 
game. We have already said that the best move for Blaclj 



200 CHESS ?0R WINTER EVENINGS. 

is Q. Kt. to Q. B. 3d sq. ; but he may play one of the fol. 
lowing : 

1. K. B. toQ. 3dsq. 

2. Q. to K. B. 3d sq. 

3. Q. P. one sq. 

4. K. Kt. to K. B. 3d sq. 
We shall suppose Black now to play 

2. K. B. to Q. 3d sq. 
One would naturally suppose this move cannot be good, 
inasmuch as it prevents the Queen's P. from being played, 
and consequently confines his pieces. The following moves 
will show you how to take advantage of it : 

White. 

3. K. B. to Q. B. 4th sq. 3. K. Kt. to B. 3d sq. 

4. Q. P. two sq. 4. K. Kt. takes P. 

As he might have played Q. B. P. one sq. on the 3d 
move, a variation will be given. Instead of taking your 
King's Pawn, he might have played Q. Kt. toB. 3d sq. See 
the second variation. If he had taken your Q. P. (4th move), 
you would have won a piece by advancing King's P. one sq. 

5. Q. P. takes P. 5. K. B. to Q. B. 4th sq. 
You might now take his King's Bishop's Pawn with 

King's Bishop, and on his taking the Bishop, play Queen t() 
her 5th sq., checking and winning K. Kt. ; but it is rather 
better to play Q. to her 5th sq., because you threaten check- 
mate, and you also attack the undefended Knight ; therefore, 

6. Q. to her 5th sq. 6. K. B. takes K. B. P. check. 

7. K. to Yds 2d sq. 7. Castles. 

8. Q. takes Kt. 8. K. B. to Q. Kt. 3d sq. 
Your game is very superior to his, having won a piece 

for a Pawn ; you have besides a very powerful attack ; your 
next move should be K. Kt. to its 5th sq., and afterwards, K. 
R. to K. B. sq. It was better for you to play King to his 
second than to Queen's sq., because you attacked his King's 
Bishop, which was afterwards compelled to move. 





Black. 


1. 


The same. 


2. 


K. B. to Q. 2d sq. 


8. 


Q. B. P. one so. 


4. 


P. takes P. 


5. 


Q. to K. 2d sq. 


6. 


Q. to K. B. 3d sq. 


7. 


Q. takes B. 



THE king's knight's OPENING. 201 

First Variation, heginning at 3cZ mov^"^ of Black. 
We resume the moves. 
White. 

1. K. P. twosq. 

2. K. Kt. to B. M. sq. 

3. K. B. to Q. B. Ath sq. 

4. Q. P. two sq. 

5. Q. takes P. 

6. Q. takes K. Kt. P. 

7. K.B.takesK.B.P.ch'k. 7. 

8. Q. takes R. 

You have much the best of the game, having gained a 
Rook and two Pawns for a Bishop. If on the 5th move he 
had played K. B. to its sq. to defend K. Kt. P., you would 
have played K. Kt. to K. 5th sq., attacking his K. B. P. li 
he had not taken your Bishop on the 7th move, you would 
have won his Q. by playing Q. B. to K. Kt. 5th sq. 

Second Variation, heginning at Ath move of Black. 
Let us again resume the moves. 

White. Black. 

1. K. P. two sq. 1. The same. 

2. K. Kt. to B. U sq. 2. K. B. to Q. M sq. 

3. K. B. to Q. B. Uh sq. 3. K. Kt. to B. 2d sq. 

4. Q. P. two sq. 4. Q. Kt. to Q. B. 2d sq. 

5. Q. P. takes P. 5. K. B. takes P. (A) 

6. K. Kt. to its 5th sq. 6. Castles. 

7. K. B. P. two sq. 7. K. B. to Q. 5th sq. 

8. K. P. one sq. 

You have an excellent position ; if he were to remove 
King's Kt., you ought to play Queen to K. R. 5th sq. 

(A) 

5. Q. Kt. takes P. 

6. Kt. takes Kt. 6. K. B. takes Kt. 

7. K. B. P. 2d sq. 7. K. B. to Q. 3d sq. 

8. K. P. one sq., and vnns a Diece. 



202 CHESS FOR WINTER EVENINGS. 

If Black instead of removing his Bishop (7th move), had 
taken your King's P. with King's Kt., it would not have been 
good play to take his Bishop, because he would have a strong 
attack upon you by checking you with Q. at K. R. 5th sq. : 
you ought to play Q. to K. R. 5th sq., and afterwards take 
his Bishop, 

SECOND GAME. 
While. Black. 

1. K. P. twosq. 1. The same. 

2. K. Kt. to B. .3d sq. 2, Q. to K. B. 3d sq. 

3. K. B. to Q. B. 4th sq. 3. Q. to K. Kt. 3d sq. 

Black now attacks two undefended Pawns ; but he can- 
not take either of them without loss, as will presently be 
shown. If on the third move he had played K. B. to Q. B. 
4th sq., you might have castled. 

4. Q. P. one sq. (A) 4. Q. takes K. Kt. P. 
You will now win his Queen ; for example, 

5. K. B. takes K. B. P., ch. 

If he take the Bishop, you play King's Rook to King's 
Kt.'s sq. ; if he then take the Rook, you of course win the Q. ; 
and if he play Q. to K. R. 6th sq., you check K. and Q. with 
Kt. ; therefore, 

5. K. to his 2d sq. 

6. K. R. to K. Kt. square. 6. Q. to K. R. 6th sq. 

7. K. R. to K. Kt. 3d sq. 

As the Q. has no place to move to, the best thing Black 

can do is, to take the Rook and afterwards the Bishop ; but 

your game woula even then be far superior to his. We sliall 

now show you that you may leave the K. P. undefended, and 

that he cannot take it without loss. 

(A) 

4. Castles. 4. Q. takes K. P, 

6 K. B. takes K. B. P., ch. 



THE king's knight's OPENING. 208 

It is evident that if he take the Bishop, you check King 
Uiid Queen with Kt. ; therefore, 



FIKST DEFENCE. 

White Black. 

5. K. to Q. sq. 

6. K. Kt. takes K. P. 

If he were to take the Kt., you would win his Q. or 
checkmate him, by playing King's Rook to King's sq. ; 
•■.herefore, 

6. K. Kt. to B. 3d sq. 

7. K. R. to K. sq. 

You have evidently the best of the game, havi. /g won a 
Pawn and prevented his castling. 

SECOND DEFENCE. 

5. K. to his 2d sq. 
It would be bad play to take his K.'s P. with K. Kt., 
because he would take the Kt., and on your attacking the Q. 
with R., he would take the R., and then the B., winning three 
pieces for the Queen, which would be more than an equiva- 
lent ; therefore, 

6. R. to K. sq. 6. Q. to K. B. 5th sq. 

7. K. R. takes P., check. 7. K. takes B. 

8. Q. P. two sq. 8. Q. to K. B. 3d sq. 

9. K. Kt. to his 5th sq. check. 9. K. to Kt. 3d sq. 
10. Q. to her 3d sq., check. 

If he play K. to R. 3d sq., you checkmate by playing 
Kt. to K. B. 7th sq.; therefore, 

10. K. to R. 4th sq. 
U.K. Kt. P. two sq., ch. 11. K. takes P., or plays to 

12. Q. to K. R. 3d sq. and K. R. 5th. 

checkmates. 



204 CHESS FOR WINTER EVENINGS. 

THIRD GAME. 
White. Black. 

1. K. P. two sq. 1. The same. 

2. K. Kt. to B. 3d sq. 2. Q. P. one sq. 

This is a much better method of defending the King's 
Pawn than the preceding ; the chief objection to it is, that it 
confines the King's Bishop. 

3. Q. P. two sq. 

FiaST DEFENCE. 

3. K. B. P. two sq. 

4. Q. P. takes P. 4. K. B. P. takes P. 

5. K. Kt. to its 5th sq. 

It would be bad play to take the Pawn, because . you 
would exchange Queens, and then check King and Rook with 
the Kt. ; therefore, 

5. Q. P. one sq. 

6. P. to K. 6th sq. 6. K. Kt. to R. 3d sq. 

7. Q. checks. 7. K. Kt. P. one sq. 

8. Q. to K. R. 3d sq. 

Your position is very superior to Black's ; the Pawn al 
K. 6th sq. confines his Q. B., and you threaten to take his 
K. P. with the Kt., attacking his K. Kt. with Q. B. 

SECOND DEFENCE. 

3. Q. B. to K. Kt. 5th so. 

4. Q. B. P. one sq. 

In the first place, 

4. K. Kt. to K. B. 3d sq. 

5. Q. to Q. R. 4th sq., ch. 

If he play Q. to her 2d sq., you play Q. to Q. Kt. 3d sq., 
attacking Q. Kt. P. ; but if 



THE KING S KNIGHT S OPENING. 205 

WJiite. Black. 

5. Q. B. toQ. 2dsq. 
3. Q. to to Q. Kt. 3d sq. 6. K. Kt. takes P. 

7. Q. takes Q. Kt. P. 7. Q. B. to its 3d sq. 

8. K. B. to Q. Kt. 5th sq. 8. Q. to her 2d sq. 

9. Q. takes R. 9. Q. B. takes Q. 

10. K. B. takes Q., ch. 10. Q. Kt. takes K. B. 

Having gained a Ronk for a Bishop, you have of course 
Ihe best of the game. Black ought, on the 7th move, to have 
played Q. Kt. to Q,.. B. 3d sq. ; you would, however, even 
then have had the best of the game. 

In the second place, 

4. Q. B. takes Kt. 

5. Q. takes Q. B. 5. P. takes P. 

6. P. takes P. 6. K. Kt. to B. 3d sq. 

7. K. B. to Q. B. 4th sq. 

Your position is superior to his. If he were now to play 
K. B. to K. 2d sq., you would have an excellent game bj 
advancing K. P. 

FOURTH GAME. 

1. K. P. two sq. 1. The same. 

2. K. Kt. to B. 3d sq. 2. K. Kt. to B. 3d sq. 

3. K. Kt. takes P. 





FIRST 


DEFENCE. 


4. 
5. 
6. 

7. 


Q. P. two sq. 
K. Kt. to B. 3d sq. 
K. B. to K. 2d sq. 
K. castles. 


3. Q. to K. 2d sq. 

4. Q. P. one sq. 

5. Q. takes K. P., ch. 

6. Q. B. to K. Kt. 5th 



Your position is rather superior to Black's. 

SECOND DEFENCE. 

3. K. Kt. takes P. 
4. Q. to K. 2d sq. 



2U(3 CHESS FOR WIKTER EVENINGS. 

If he were to to remove K. Kt., you would win his Q. by 
playing K. Kt. to Q. B. 6th sq., checking K. ; therefore. 
White. Black. 

4. Q. to K. 2d sq. 

5. Q. takes Kt. 5. Q. P. one sq. 

You cannot remove the Kt. on account of the position of 
the Queen ; therefore, 

6. Q. P. two sq. 6. K. B. P. one sq. 

7. K. B. P. two sq. 7. Q. Kt. to Q. 2d sa. 

8. Q. Kt. to Q. B. 3d sq. 8. Q. P. takes Kt. 

9. Q. Kt. to Q. 5th sq. 9. Q. to her 3d sq. 

10. Q. P. takes P. 10. P. takes P. 

11. P. takes P. 

If he were to take the Pawn with the Q., you would 
exchange Queens, then take Q. B. P. with the Kt., winning 
Q. il. If he were to take the P. with Q. Kt., you would win 
it by playing Queen's B. to King's B. 4th sq. ; therefore, 

11. Q. toQ. B. 4thsq. 

12. Q. Kt. P. two sq. 12. Q. to Q. B. 3d sq. 

13. K. B. Q. Kt. 5th sq. 

If he take the Bishop, you check K. and Q. with tlie 
Kt. ; therefore, 

13. Q. to K. Kt. 3d sq. 

14. Q. takes Q. 14. P. takes Q. 
Knight takes Q. B. P., checks, and wins Q. R. 

FIFTH GAME. 

1. K. P. two sq. 1. The same. 

2. K. Kt. to B. 3d. sq. 2. Q. Kt. to Q. B. 3d sq. 

3. K. B. to Q. B. 4th sq. 

Black now defends the King's Pawn in the best manner ; 
[)is next move ought to be K. B. to Q. B. 4th sq- ; we shall, 
lowever, suppose him to play, 

3. K. Kt. to K. B. 3d sq. 

4. K. Kt. to its 5th sq. 



THE KING S knight's OPENING. 207 

FIRST DEFENCE. 

4. K. Kt. takes K. P. 
It would be bad play to take K. B. P. with K. Kt., because 
he would play Q. to K. R. 5th sq., having a powerful attack ; 
neither would it be right to take his Kt., because he would 
advance Q. P. two squares, recovering the piece ; your best 
move is, 

5. K. B. takes K. B. P. ch. 5. K. to his 2d sq. 

6. Q. P. one sq. 

If he take your Kt., you evidently win his Q. oy retak- 
ing. If he play K. Kt. to Q. 3d sq., you also win the Q. 
by playing Kt. to K. 6th sq. ; for if he take it, you check K. 
and Q. with Q. B. ; his best move is to play K. Kt. to K. B. 
3d sq. ; you then remove your K. B., having evidently the 
best of the game. 

SECOND DEFENCE. 

4. Q. P. two sq. 

5. K. P. takes P. 

In the first place, 

5. Q. Kt. to Q. R. 4th sq. 

6. K. B. checks. 6. Q. B. to Q. 2d sq. 

7. Q. to K. 2d sq. 

You have gained a Pawn, and have a good position. 
In the second place, 

5. K. Kt. takes P. 
6. Q. P. two sq. 

If he were to take the Q. P. with Q. Kt. you would win 
a piece by playing Q. B. P. one sq. If he take the P. with 
K. P., you may sacrifice the Kt. by taking King's Bishop's 
P. You might also on the 6th move have played Q. to K B. 
3d sq. ; but the best move is at once to sacrifice King's Kt., 
by taking K. B. P., subsequently checking with Q. at K. B. 



208. CHESS FOR WINTER EVENINGS. 

3d, if Black take the proffen-ed Kt. with K. ; but the succeed 
ing moves are too difficult for any but very experienced 
players to understand ; they are given at length in Lewia'fc 
second series of Lessons, to which the student is referred. 





SIXTH GAME. 




White. Black.. 


1. 

2. 
3. 
4. 


K. P. twosq. 1. The same. 
K. Kt. to B. 3d sq. 2. Q. Kt. to B. 3d sq. 
K. B. to Q. B. 4th sq. 3. K. B. to Q. B. 4th 
Q. B. P. one sq. 




No. 1. 


5. 
6. 


4. K. Kt. to K. 2d sq, 
K. Kt. to its 5th sq. 5. Castles. 
Q. to K. R. 5th sq. 6. K. R. P. one sq. 



Black played ill in moving K. Kt. to K. 2d sq. ; it is sel- 
dom the Kt. can be played to that square in the beginning, 
with safety ; it would have been much better to have played 
it to K. B. 3d sq., you could not then have played Q. to K. 
R. 5th sq. As he might have played Q. P. two sq. instead 
of castling, a variation will be given on that move. 

7. K. Kt. takes K. B. P. 

In the first place, 

7. Q. to K. sq. 

8. K. Kt. takes K. R. P., ch. 8. K. to R. 2d sq. 

9. K. Kt. to K. B. 7th sq., ch. 9. K. to Kt. sq. 
10. Q. to K. R. 8th, and checkmates. 

In the second place, 

7. K. R. takes Kt. 
8. K. B. takes R., ch. 8. K. to R. 2d sq. 

You have evidently the best of the game, having gained 
a Rook and P. for a Kt. 





Black. 


5. 


Q. P. two sq. 


6. 


K. Kt. takes P. 


7. 


P. takes P. 


8. 


Q. to K. 2d sq., ch. 


9. 


Q. takes Q. 


10. 


K. takes K. Kt. 


11. 


Q. B. to K. 3d sq. 


12. 


P. takes K. B. 



THE king's knight's OPENING. 209 

Variation, ieginning at 5th move of Black. 
White. 

6. K. P. takes P. 

7. Q, P. two sq. 

8. K. Kt. takes K. B. P. 

9. Q. to K. 2d sq. 

10. K. takes Q. 

11. K. B. takes Kt., ch. 

12. K. B. takes Q. Kt. 

This is a much better method of play for Black than the 
former ; you have, however, the best of the game, as his 
Pawns are separated. 

No. 2. 

4. K. Kt. to K. B. 3d sq. 

5. Q. P. two sq. 5. K. B. to Q. Kt. 3d sq. 

In a variation, he takes Q. P. with K. P., which is better 
play. 

6. Q. P. takes P. 

In the first place, 

6. K. Kt. takes K. P. 

7. Q. to her 5th sq. 7. K. B. takes K. B. P., ch. 

8. K. to his 2d sq. 

It is evident that Black must lose a piece, arising from his 
having taken your King's Pawn. 

In the second place, 

6. K. Kt. to K. R. 4th sq. 

7. K. B. takes K. B. P., ch. 7. K. takes B. 

8. K. Kt. to its 5th sq., ch. 

If he play K. to Kt. sq., you should check with Q. at hei 
oth sq. If he play K. to Kt. 3d sq., you will win his Q. ai 
the least, by playing Q. to K. Kt. 4th sq. ; therefore. 

8. K. to his sq. 

9. Q. takes Kt., ch. 

White has the best of the game. 
10 



210 CHEo'S FOR "WINTER EVENINGS. 

In the third place, 
White. Black. 

6. K. Kt. to its 5th sq. 

7. K. B. takes K. B. P., ch. 7. K. to B. sq. 

8. Q. B. to K. Kt. 5th sq. 8. K. B. takes K. B. P., ch. 

9. K. to his 2d sq. 9. Q. Kt. to K. 2d sq. 

10. Q. to Q. Kt. 3d sq. * 10. K. B. to Q. Kt. 3d sq. 

11. K. B. to K. R. 5th sq., winning a piece with a very 
P'Owerful attack. 

Variation, Icginning at bill ?nove of Black. 
5. K. P. takes P. 
6. K. P. one sq. 

If he play K. Kt. to K. R. 4th sq., you play K. Kt. to ha 
5th sq., &c. If he play it to K. Kt. 5th sq., you take his K. 
B. P. with K. B., &c. ; therefore, 







6. 


K. Kt. lo K. 5th sq. 


7. 


K. B. to Q. 5th sq. 


7. 


K. Kt. takes K. B. P. 


8. 


K. takes Kt. 


8. 


P. takes Q. B. P., cneck. 


9. 


K. to his sq. 


9. 


P. takes Q. Kt. P. 


10. 


Q. B. takes P. 




• 



There is not much difference in the game ; the advantage 
is, however, on your side. 

SEVENTH GAME. 

1. K. P. two sq. 1. The same. 

2. K. Kt. to B. 3d sq. 2. Q. Kt. to B. 8d sq. 

3. K. B. to Q. B. 4th sq. 3. K. B. to Q. B. 4th sq. 

4. Q. B. P. one sq. 4. Q. to K. 2d sq. 

Black's 4th move was formerly supposed to be the only one 
that would effectually prevent the White from playing Q. P.. 
two sq. ; it has since been discovered that the P. may be 
played two sq. ; this will be shown in a variation. 

5. K. castles. 5. Q. P. one sq. 

0. Q. P. one sq. 6. Q. B. to K. 3d sq. 

I^lack's 5th move was the best he could play ; it may be 



THE KING S KNIGHT S OPENING. 



211 



.aken as a general rule, that when the adversary castles, if 
you have not already moved your Q. P., it is good play to 
move it one square. You might, on the 6th move, have 
played your Q,. P. two sq. Black's 6th move is not the best 
he could play ; K. Kt. to K. B. 3d sq., or K. B. to Q. Kt. 3d 
sq., would have been much better. 
White. 

to Q. Kt. 5th sq. 

to Q. R. 4th sq. 

to Q. B. 2d sq. 

You have a very good game ; Black ought now to play 
Q. B. to K. Kt. 5th sq. ; if he were to play out K. Kt. in 
order to castle, he would lose a piece or two Bishops for a 
Rook ; for example : 



K. B. 
K. B. 
K. B. 









Black. 


7. 


Q. 


R. 


P. 


one i 


8. 


Q. 


Kt 


.P. 


two 





9. K. Kt. to B. 3d sq. 


1. Q. P. one sq. 


10. P. takes P. 


. P. takes P. 





If he remove K. 
pieces ; therefore, 

12. P. takes K. B. 

13. Q. takes Q. B. 



B., you advance Q. P., attacking two 

11. Q. B. to its 5th sq 

12. Q. B. takes R. 
and has the best of the same. 



Variation, leginning at 5th move of Whit 

5. Q. P. two sq. 5. P. takes P. * 

6. Castles. 



FIRST DEFENCE. 



7. Q. Kt. takes P. 

6. K. P. one sq. 

9. Q. Kt. to Q. 5th sq. 

10. Q. Kt. P. two sq. 



6. P. takes P. 

7. K. Kt. to B. 3d sq. 

8. K. Kt. to its 5th sq. 

9. Q. to her sq. 



*In place of this move, second player would equalize the gaiac by 
rt treating K. B. to Q. Kt. 3d. 



212 CHESS FOR WINTEK EVENINGS. 

In the first place, 
White. Black. 

10. Q. Kt. takes Q, Kt. P. 

11. Q. B. to K. Kt. 5th sq. 11. K. B. P. one sq. 

12. P. takes P. 12. K. Kt. takes P. 

13. Q. to K. sq., ch. 13. K. to B. sq. 

14. Kt. takes Q. Kt., and has evidently a fine game. 

In the second place, 

10. K. B. takes P. 

11. Kt. takes K. B. 11. Kt. takes Kt. 

12. K. R. P. one sq. 12. Kt. to K. R. 3d sq. 

13. Q. B. to K. Kt. 5th sq. 13. K. B. P. one sq. 

14. P. takes P. 14. P. takes P. 

15. Q. B. takes Kt., and wins. 

SECOND DEFENCE. 

6. Q. P. one sq. 

7. P. takes P. 7. K. B. to Q. Kt. 3d sq. 

8, Q. Kt. to Q. B. 3d sq., and White has a better positior. 
than Black. 



DEFENCE, 
Black having the first move. 
We shall noM suppose Black to play the attack different- 
ly from the usual method, White defending. 





FIRST 


GAME. 




Black. 


White. 


1. 


K. P. two sq. 


1. K. P. two sq. 


2. 


K. Kt. to B. 3d sq. 


2. Q. Kt. to B. 3d sq. 


3. 


K. B. to Q. Kt. .5th sq. 


3. K. B. to Q. B. 4th sq. 


4. 


K. B. takes Kt. 


4. Q. P. takes K. B. 


5. 


K. Kt. takes K. P. 


5. K. B. takes K. B. P., ( 


6. 


K. takes B. 


6. Q. to her 5th sq., ch. 


7. 


K. to B. sq. 


7. Q. takes K. Kt. 



Your position is oetter than his. 



THK KING S KNIGHT S OPENING. 213 

SECOND GAME. 

Black. White. 

1. K. p. two sq. 1. The same 

2. K. Kt. to B. 3d sq. 2. Q. Kt. to B. 3d sq. 

3. K. B. to Q. B. 4th sq. 3. K. B. to Q. B. 4th sq. 

4. Q. P. one sq. 4. Q. P. one sq. 

5. K. Kt. to his 5th sq.* 5. K. Kt. to R. 3d sq. 

6. Q. to K. R. 5th sq. 6. Castles. 

7. Q. B. P. one sq. 7. K. to R. sq. 

Your 7th move appears to be a bad one, as you leave your 
K. B. P. to be taken ; Black will, however, have the worst' 
of the game if he take it ; for example : 

In the first place, 

8. K. B. takes K. B. P. 8. Q. to K. B. 3d sq. 

9. Castles. 9. K. R. takes B. 
10. K. Kt. takes R., ch. 10. Kt. takes Kt. 

You have the best of the game. If you had taken his 
Bishop with your Kt., he would have checkmated you with 
his Queen. 

In the second place, 

8. K. Kt. takes K. B. P., ch. 8. Kt. takes Kt. 

9. K. B. takes Kt. 9. Q. to K. B. 3d sq. 

10. K. B. to Q. Kt. 3d sq. 10. Q. takes K. B. P., cb. 

11. K. to Q. sq. 11. Q. takes Kt. P. 

Black must lose, as you threaten his Rook, and also to 
check K. and Q. with Q. B. 

Variation, hegmning at 5th move of Black. 

5. Q. B. to K. Kt. 5th sq. 5. Q. to her 2d sq. 

6. K. B. to Q. Kt. 5th sq. 6. Q. R. P. one sq. 

7. K. B. takes Kt. 7. Q. takes B. 

8. Castles. 8. K. B. P. one sq. 

9. Q. B. to Q. 2d sq. 9. K. Kt. to K. 2d sq. 

The game is equal ; on the 5th move you might have 



214 CHESS FOE WINTER EVENINGS. 

played K. Kt. to B. 3d sq., or to K. 2d sq. ; but it would have 
been bad play to have moved K. B. P. one sq. 

THIRD GAME. 

Black. White. 

1. K. P. two sq. 1. The same. 

2. K. Kt. to B. 3d sq. 2. Q. Kt. to B. 3d sq. 

3. K. B. to Q. B. 4th sq. 3. K. B. to Q. B. 4th sq. 

4. Q, B. P. one sq. 4. Q. P. one sq. 

In the first place, 

5. Q. P. one sq. 5. K. B. toQ. Kt, 3d sq. 

6. Castles. 6. K. Kt. to B. 3d sq. 

7. Q. B. to K. Kt. 5th sq. 7. Castles. 

8. Q. Kt. to Q. 2d sq. 8. Q. B. to K. Kt. 5th sq. 
The game is quite equal. 

In the second place, 

5. Q. P. two sq. 5. K. P. takes P. 

6. Q. B. P. takes P. 6. K. B. to Q. Kt. 3d sq. 

7. Q. P. one sq. 7. Q. Kt. to K. 2d sq. 

The game is equal. Had you played Q. Kt. to Q. R. 
4th sq., on the 7th move, Black would have removed K. B. 
to Q. 3d sq., threatening to advance Q. Kt. P. on your Knic/ht. 



THK king's knight's OPENING. 21 



LESSON II. 

{VAXKEr's deductions from EXAMINATION OF K. KT.'s OPEN. 

ING. GAMES IN ACTUAL PLAY. LEADING GAME. GAME I. 

BETWEEN THE CLUBS OF WESTMINSTER AND PARIS. GAME II. 

LA BOURDONNAIS AND m'dONNEL. GAME III. STANLEY AND 

ROUSSEAU GAME IV. WON BY POPERT. GABIE V. WON BY 

ST. AMANT. — GAME VI. STAUNTON AND ST. AMANT. GAME 

VII. CALVI AND KIESERITZKU. GAME VIII. STAUNTON AND 

HORWITZ. GAME IX. WON BY JAENISCH. GAME X. COCH- 
RANE AND POPERT. GAME XI. ST. AMANT AND COCHRANE. 

GAME XII. CLUBS OF BERLIN AND BRESLAU. GAME XIII. 

BONCOURT AND KIESERITZKU GAME XIV. STAUNTON AND 

HORWITZ. GAME XV. STANLEY AND ANOTHER STRONG 

PLAYER. 

After an examination of the King's Knight's opening and 
Giuoco Piano, Walker in his " Art of Chess Play " draws 
the following deductions : — 

Black may safely reply to your move of K. P. 2, with 
K. P. 2 also, *and in answer to your then attacking K. P. with 
K. Kt. on move 2, should play, as best, Q. Kt. to B. 3d. 

Supposing each to have played these two moves, 1. kjp^s. 
2. I' K^'toB 3d ' ^^^ White to proceed to adopt the Giuoco 
Piano by 3. K. B. to Q. B. ^th, Black's best reply is to play 
the same move also. 

The Giuoco Piano being formed, and White playing on 
move 4th, Q, B. P. one, the best answer is K. Kt. to B. 3d ; 
though Q. to K. 2d, may be also risked by Black. 

At a further stage of the Giuoco Piano, as set forth in the 
ar nexed analysis, when you advance K. P., attacking Kt. at 
move 6, Black's strongest reply is Q,. P. 2. 

The best moves which can be adopted by both parties in 
the Giuoco Piano being given in the following analysis, the 
Gafety of the defence therein developed is perfectly satisfac- 



216 CHESS FOR WINTER EVENINGS. 

tory. The legitimate result of the regular Giuoco Piano 
Opening is an equal game. 

ANALYSIS. 
White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. Kt. to B. 3d. 2. Q. Kt. to B. 3d. 

3. K. B. to Q. B. 4th. 3. K. B. to Q. B. 4th. 

4. Q. B. P. one 4. K. Kt. to B. 3d. 

5. Q. P. two (best) — you may play Q. P. one, to vary the 
game; but it is so much less attacking than Q. P. two, as to 
be unworthy of examination here. 

5. P. takes P. — To retreat 
Bishop is too bad to be worth notice. 

6. K. P. one (best) — If you retake with P., his Bishop 
checks, and he presently advances Q,. P. 2, breaking your 
centre Pawns. 

6. Q. P. two (best)— If he 
move Q. to K. 2d, you castle. If he play K. Kt. to Kt. 5th, 
you do not take K. B. P. with B., checking, as advised by 
some authors ; but as sounder play, you take Q. P. with Q. 
B. P., and if he retire, B. to Q. Kt. 3d, you then move K. 
R. P. one, in order to take K. Kt. when he retreats with Q. 
B. If he play K. Kt. to K. 5th, you answer with B. to Q. 
5th. If he now play K. Kt. to K. R. 4th, you.take K. B. P. 
with B., checking. 

7. K. B. toQ.^Kt. 5th. (best)— If you take Kt. with Pawn, 
he takes B. with P., and if you then take K. Kt. P. with P., 
he moves R. to K. Kt. sq., and has the better game. 

7. K. Kt. to K. 5th. 

If you take P. with P., he checks with B., and comes out 
with an even game. If you take P. with K. Kt., he may 
either play Q. B. to Q. 2d, or castle at once, having an even 
game.* 

* Jaenisch advises Q. B. to Q. 2d for 2d player, and carries out the 
nn-nsequences as follows : 

White. Black. 

8. Kt. takes P. 8. Q. B. to Q. 2d. 

9. B. takes Kt. 9. B. takes B. 

10. Castles. 10. Q. B. to Q. 2d with equal gam*; 

If at move 9 or 10 White capture Kt. with Kt., 2d player takes K, 
B. P., checking. 



THE king's knight's OPENING. 217 

White. Black. 

8. B. takes Kt. check. 8. P. takes B. 

In the first place, 

9. P. takes P. (best) 9. B. to Q. Kt. 3d. (see A. i 
10. Q. Kt. to B. 3d.— If you play Q. B. to K. 3d, he pushes 

Q. B. P. one. You may safely castle, this move, to vary your 
l>]ay. 

10. P. toQ. B. 4th. 

11 P. takes P. 11. Kt. takes Kt. 

12. P. takes Kt. 12. B. takes P. 

13. K. Kt.to Q. 4th. 13. Castles. 

14. Castles. — The game is even. 

A. 

9. B. checks. 

10. Q, B. to Q. 2d. 10. B. takes B. checking.— 

If he move Q. to K. 2d, 
you play Q. Kt. to B. 3d. 

11. Q. Kt. takes K. B. 11. P. to Q. B. 4th.— If he 

play Q. B. to Q. R. 3d, 
you move Q. to Q. B. 2d. 

12. Here you may either castle, or play, as perhaps stronger, 
Q,. R. to Q. B. sq., having rather the better position ; which 
tends to show that at move 9 he should retreat, rather than 
check with B, 

In the second place, 
9. K. Kt. takes P. (inferior). 9. K. B. to Q. Kt. 3d.— 

He may also castle. 
Q. B. P. one. 
P. to Q. B. 5th (best). 
R. P. takes B. (best). 



10. 


Q. B. to K. 3d. 


10. 


11. 


K. Kt. to Q. Kt. 3d. 


11. 


12. 


B. takes B. — If you return 
with K. Kt. to Q. 4th, he 
plays K. Kt. to Q. B. 4th. 


12, 


13. 


K. Kt. to Q. 4th. 


13, 



Q. to K. 2d. 

Black's game for choice. 

GAIVIES IN ACTUAL PLAY. 
In the following games on this opening, all of which have 
occurred in actual play between eminent players, the studenl 



21-8 



CHESS FOR WINTER EVENINGS. 



will observe many deviations from the leading moves, aa laid 
down in the preceding analysis. These deviations give rise 
to much variety of combination, and accordingly have beei. 
analyzed at length by the various writers on the game. 

In order to facilitate reference we resume the foregoing 
moves, which the student may regard as a 

LEADING GAME. 





(giuoco piano.) 






White. 


Black. 




1. 


K. P. two. 


1. K. P. two. 




2. 


K. Kt. to B. 3d. . 


2. Q. Kt. to B. 


3d. 


3. 


K. B. to Q. B. 4.th. 


3. Sa?ne. 




4. 


Q. B. P. one. 


4. K. Kt. to B. 


U. 


5. 


Q. P. two. 


5. P. takes P. 




6. 


K. P. one. 


6. Q. P. two. 




7. 


K. B. to Q. Kt. 5th. 


7. K. Kt. to K. 


5th 


8. 


B. takes Kt., ch. 


8- P. takes B. 




9. 


P. takes P. 


9. B. to Q. Kt. 


2d. 


10. 


Q. Kt. to B. 2d. 


10. P. to q. B. 


4lh. 


11. 


P. takes P. 


11. Kt. takes Kt. 




12. 


P. takes Kt. 


12. B. takes P. 




13. 


K. Kt. to Q. 4th. 


13. Castles. 




14. 


Castles. — Even game. 







GAME I. 
Between the Westminster and Paris clubs ; played' between the yenn 





]834 and 1836. 




White (Paris). 


Black (Westminster). 


1. 


K. P. two. 


1. The same. 


2. 


K. Kt. to B. 2d. 


2. Q. Kt. toB. 2d, 


3. 


K. B. to Q. B. 4th. 


2. TJie same. 


4. 


Q. B. P. one sq. 


4. Q. P. one (a). 


5. 


Q. P. two. 


5. K. P. takes P. 


6. 


P. takes P. 


6. K. B. to Q. Kt. 3d. 


7. 


K. R. P. one sq. (i) 


7. K. Kt. toB. 3d. 


8. 


Q. lyt, to B. 3d. 


8. Castles. 




Castles. 


9. K. R. to K. sq. (c) 



THE king's knight's OPENING. 21& 

White. Black. 

10. Q. R. P. one. 10. K. R. P. one. 

11. K. R. to K. sq. 11. Q. R. P. one. 

12. Q. Kt. P. two. 12. K. R. to K. 2d. (d) 

13. Q. R. to Q. R. 2d. 13. K. B. to Q. R. 2d. 

14. Q. R. to K. 2d. 14. K. Kt. to R. 2d. 

15. Q. Kt. to Q. 5th. 15. K. R. to K. sq. 

16. Q. Kt. to K. B. 4th. 16. K. Kt. to B. sq. 

17. Q. to Q. Kt. 3d. 17. K. Kt. to K. 3d sq. 

18. Kt. takes Kt. 18. P. takes Kt. 

19 Q. B. to Kt. 2d. 19. Q. Kt. to Kt. sq, (e) 

20. Q. R. P. one. 20. Q. B. to Q. 2d sq. 

21. Q. to Q. B. 2d 21 . K. R. to K. 2d. 

22. K. B. to Q. R. 2d. 22. Q. Kt. to B. 3d. 

23. Q. B. to B. 3d. 23. K. R. to B. 2d. 

24. P. to Q. 5th. 24. R. takes Kt. 

25. Q. P. takes K. P. 25. Q. to R. .5th. 

26. P. takes B., check. 26. K. to R. sq. 

27. K. B. to K. 6th. (/) 27. Q. to K. Kt. 6th. 

28. Q. B. to Q. R. sq. 28. Q. R. to K. B. sq. 

29. K. B. to B. 5th. 29. K. B. to Q. Kt. 3d. 

30. Q. to Q. 2d. (g) 30. K. R. to K. B. 5th. 
.31. R. to Q. B. sq. 31. Q. to K. Ki. 4th. 

32. K. to R. 2d. 32. R. takes K. B. P. (h) 

33. Q. takes Q, 33. P. takes Q. 

34. R. takes R. 34. B. takes R. 

35. Q. Kt. P. one. 35. P. takes P. 

36. P. takes P. 36. Kt. to Q. sq. 

37. R. takes P. 37. K. to Kt. sq. 

38. K. B. to Kt. 6th. 38. K. B. to Q. Kt. 3d. 

39. R. to Q. B. 8th. 39. Kt. to K. 3d. 

40. B. to K. 8th. 40. Kt. to Q. sq. 

41. Q. B. to Kt. 2d, and wins. 



NOTES TO GADIE I, 

(a) Inferior to K. Kt. to B. 3d. 

(b) Although played in this match by the Paris club, Walker, lu 
ais " Art of Chess Play," pronounces this move exceptionable, and 
KubstitTxtes as more correct play the following : 



220 CHESS FOR WINTER EVENINGS 



Variation on move 7. 

7. Q. Kl. lo B. id (best). If you move K. B. to Q. Kt. 5lh, hie 
answer is Q. B. to Q. 2d. If you advance Q,. P. you weaken your 
position ; his correct reply being not Q,. Kt. to K. 4th, but Q. Kt. to 
K. 2d. Lastly, if you now castle, his answer is K. Kt. to B. 3d. 

7. K. Kt. to B. 3d. 

8. K. B. to Q. Kt. 6th (best). 8. Q. B. toQ. 2d. 

9. B. takes Kt. (best). 9. B. takes B. 

10. Q. to Q. 3d. 10. Castles, 

11. Castles. IL K. R. toK. sq. 

12. K. R. to K. sq. 12. K. R. P. one 

13. Q. B. to K. B. 4th. You have the better game. 

(c) This incorrect reply on the part of Westminster, gave thorn 
so crowded a position that they lost the game. Walker substitutes 
the followinsr: 



Variation on move 9. 

9. K. Kt. takes P. (best). 

10. B. takes P., check. If you take Kt. he advances Q. P. one, 
and you are left with an isolated P. 

10. R. takes B. 

11. Kt. takes Kt. 11. Q. B. to K. B. 4th. 

12. K. R. to K. sq. (best). If 12. Q. to Q. 2d. 
you move Q,. Kt. to K. Kt. 5th, 

his reply is K. R. to K. B. 3d. 

13. Q. Kt. toK. Kt. 3d. 13. K. R. P. one. 

Now if you move Q,. B. to K. 3d, he answers with Q,. R. to K. 
sq. ; or if you advance Q,. P., his reply is Kt. to K. 4th. In either 
cas^we prefer Black's game. 

(^d) A weak move, losing both time and position. 

(e) Black fears the advance of Q. P. This retreat of Kt,, how- 
ever, is any thing but advantageous. 

(/) If Paris take Rook with K. Kt. P., Westminster checks with 
Q. at K. Kt. 6th sq. and draAvs by perpetual check. The Paris 
players declined taking the Rook, deeming their position sufficiently 
ctiong to insure the winning of the game. 

(g) Threatening to capture K. R. P. 

(h) Westminster momentarily wins a Pawn. 



THE king's knight's OPENING. 221 





GAME II. 


Tn ilie celebrated match between De Da Bourdonnais and M'Dor.ncl 




White (De La B.). 


Black (M'I).)« 


I. 


K. P. two. 


1. The same. 


2. 


K. Kt. to B. 3d. 


2. Q. Kt. to B. Sd. 


3. 


K. B. to Q. B. m. 


3. The same. 


4. 


Q. B. P. one. 


4. Q. P. one. 


5. 


Q. P. one. 


5. K. Kt. to B. 3d. 


6. 


Q. Kt. P. two. 


6. B. to Q. Kt. 3d. 


7. 


Q. R. P. two. 


7. Q. R. P. one. 


8. 


Q. Kt. P. one. 


8. Q. Kt. to K. 2d. 


9. 


K. R. P. one. 


9. Q. Kt. to K. Kt. 3d 


10. 


Q. to K. 2d sq. 


10. Q. B. to K. 3d. 


11. 


Q. Kt. to R. 3d. 


11. Castles. 


12. 


K. Kt. P. two. 


12. Q. P. one. 


13. 


K. B. to Q. R. 2d. 


13. Q. P. takes P. 


14. 


Q. P. takes P. 


14. B. takes B. 


15. 


R. takes B. 


15. K. Kt. to Q. 2d. 


16. 


Q. Kt. to B. 4th. 


16. K. R. to K. sq. 


17. 


K. R. P. one. 


17. Kt. to Q. B. 4th. 


18. 


Q. R. to Q. 2d. 


18. Q. toQ. B. sq. 


19. 


Q. R. to Q. 5th. 


19. Kt. takes Q. R. P. * 


20. 


K. R. P. one. 


20. Kt. to K. B. 5th. 


21. 


Q. B. takes Kt. 


21. Kt. takes Q. B. P. (a. 


22. 


Q. to her 3d. 


22. Kt. takes Q. R. 


23. 


Q. takes Kt. 


23. P. takes B. 


24. 


K. Kt. to K. Kt. 5^,h. 


24. K. R. to K. 2d. 


25. 


K. R. P. one. 


25. K. Kt. P. one. 


26. 


Q. Kt. takes B. 


26. P. takes Kt. 


27. 


Q. to her 4th. 


27. Q. to K. B. sq. 


28. 


Q. to K. B. 6th. 


28. K. R. to Q. 2d. 


29. 


K. to his 2d sq. 


29. Q. R. to Q. sq. 


30. 


K. P. one. 


30. K. R. to Q. 7th, check. 


31. 


K. to B. sq. 


31. K.R.takesK.B.P.,ch.(ft) 


32. 


K. takes R. 


32. Q. to her B. 4th, check. 


33. 


K. to Kt. 2d. 


33. R. to Q. 7th, check. 


34. 


K. to R. 3d. 


34. Q. to K. 6th, check. 


35. 


Kt. to K. B. 3d. 


35. Q. takes Kt., check. 


36. 


K. to R. 4th. 


36. Q. takes R., check. 



222 CHESS FOR WINTER EVENINGS. 





White. 


Black. 


37. 


K. to Kt. 5th. 37. 


K. toB. sq. (c) 


38. 


Q. to K. R. 8th, check. 38. 


K. to his 2d sq. 


39. 


Q. to K.B. 6th, check. 39. 


K. to his sq. 


40. 


Q. to R. 8th, check. 40. 


K. to Q. 2d. 


41. 


K. P. one, check. 41. 


P. takes P. 


42. 


Q. to K.Kt. 7th, check. 42. 


K. to Q. 3d. 


43. 


Q.toK. B. 8th, check. 43. 


K. to Q. B. 2d. 


44. 


Q. takes K. B. P., ch. 44. 


R. to Q. 3d. 


45. 


Q. to K. B. 7th, check. 45. 


K. to Q. B. sq. 


46. 


Q.toK. Kt. 8th, check. 46. 


R. to Q. sq. 


47. 


Q. takes K. R. P. 47. 


Q. to her 4th, check. 


48. 


K. to R. 4th. 48. 


Q. to K. R. 8th, check. 


49. 


K. to Kt. 5th. 49. 


R. to Q. 4th, check. 


50. 


K. to B. 6th. 50. 


Q. to K. B. 6th, check. 


51. 


K. takes K. Kt. P. 51. 


Q. to K. 5th, check. 



White surrenders. 



NOTES TO GAME II. 



(a) Very well played. 

(b) A masterly move. 

(c) The following mode of play would have been safer : 

White. Black. 

37. Q. takes R. P., check. 



38. 


K. takes Q. 38. 


R. to K. R. 7th, check. 


39. 


K. to his Kt. 5th. 39. 


K. R. P. one, check. 


40 


K. takes P. at his B. 4th. 40. 


R. to K. B. 7th, check. 


41 


K. where he can. 41. 


R. takes Q. 


42. 


P. takes R. 42. 


Q. R. P. one, winning easily. 



GAME III. 

In the match between Stanley and Rousseau. Played 
tTew Orleans, in 1845. 

White (Rousseau). Black (Stanley). 

L. K. P. Uoo. 1. K.P. two. 

2. K. Kt. to B. 3d. 2. Q. Kt. to B. M. 

3. K. B. to Q. B. m. 3. K. B. to Q. B. AiL 



THE KING S KNIGHT S OPENING. 



223 





White. 




Black. 


i. 


q. B. p. one. 


4. 


Q. to K. 2d. {a) 


5. 


Castles. 


5. 


Q. P. one. 


6. 


Q. P. two. 


6. 


K. B. to Q. Kt. 3d. 


7. 


P. takes P. 


7. 


P. takes P. 


8. 


Q. B. to K. Kt. 5th. 


8. 


K. Kt. to B. 3d. 


9. 


Q. Kt. to Q. 2d. 


9. 


K. R. P. one. 


10. 


Q. B. to K. R. 4th. 


10. 


Q. B. to K. Kt. 5th 


11. 


Q. to Q. B. 2d. 


11. 


Q. R. to Q. 


12. 


K. B. to Q. Kt. 5th. 


12. 


Castles. 


13. 


K. B. takes Kt. 


13. 


P. takes B. 


14. 


Q. B. to K. Kt. 3d. 


14. 


Kt. to Q. 2d. 


15. 


K. R. P. one. 


15. 


Q. B. to K. R. 4th 


16. 


Q. B. to K. R. 2d. 


16. 


K. B. P. one. 


17. 


K. Kt. P. two. {h) 


17. 


Q. B. to K. Kt. 3d, 


18. 


K. Kt. to K. R. 4th. 


18. 


Q. B. to K. R. 2d. 


19. 


K. to K. R. sq. 


19. 


Kt. to Q. B. 4th. (c) 


20. 


K. R. to K. Kt. sq. 


20. 


R. takes Kt. {d) 


21. 


Q. takes R. 


21. 


Kt. takes P. 


22. 


Q. to K. 2d. 


22. 


Kt. takes P., check. 


23. 


K. to K. Kt. 2d. 


23. 


Q. B. to K. 5th, check, 


24. 


K. to K. Kt. 3d. 


24. 


K. B. P. one. 


25. 


Kt. takes P. 


25. 


R. takes Kt. 


26. 


K. R. to K. B. sq. 


26. 


Q. to K. Kt. 4th. 


27. 


Q. B. to K. Kt. sq. 


27. 


Q. to K. B. 5th, check. 


28. 


K. to K. R. 4th. 


28. 


R. to R. 4th, check. 


29. 


K. takes R. 


29. 


Q. mates. 



NOTES TO GAME III. 

(a) Walker, in his " Art of Chess-Play," says of this move thai 
t has been condemned without sufficient cause. He pronounces it 
perfectly safe, though inferior to Kt. to K. B. 3d. He gives the 
*bUowing analysis : 

First mode of play. 

4. Q. to K. 2d. 

5. Q. P. two. 5. B. to Kt. 3d (best). 

6. If yon take P. wth P., he retakes with Kt., and the game is 
even, whether you change Kts. or not. 

Q,. P. advances. 6. Q. Kt. to Q,. sq. — He may 

also ffo home with KL 



224 



CHESS FOR WINTER EVENINGS. 



7. Castles. 7. Q,. P. one. — He will no-w 

move K. B. P. two, and the game is equal. The advance of your 
Q,. P, so far, weakens your situation. 

Second mode of play. 

4. Q. to K. 2d. 

5. Castles. 5. Q,. P. one. 

6. Q. P. two. 6. K. B. to Kt. 3d. (best) 

7. The game is even. If you play Q,. B. to K. Kt. 6th, he 
replies vdth. K. Kt. to B. 3d. If you advance P. on Kt., the latter 
retreats, either home or to Q. sq. Black will persist in not taking 
Q,. P. withK. P., because in so doing he would enlarge the activity 
of your Q. Kt., by opening to his range your Q,. B. 3d sq. 

(i) After castling on the King's side, the advance of this Pawn 
is usually attended with some risk. 

(c) A very attacking move, which should probably have been 
replied to with K. B. P. one. 

(i) The attack consequent on this exchange is so severe, tliat 
flie game may now be considered as forced. 







GAME IV 






Played in London, and won by Fopert. 




White (Fopert). 




Black. 


1. 


K. P. two. 


1. 


K. P. two. 


2. 


K. Kt. to B. Sd. 


2. 


Q. Kt. to B. U. 


3. 


K. B. to Q. B. 4th, 


3. 


Same. 


4. 


Q. B. P. one. 


4. 


K. Kt. to B. 3^. 


'5. 


Castles. 


5. 


K. Kt. takes P. 


6. 


Q. P. two. (a) 


6. 


Q. P. two. 


7. 


K. B. to Kt. 5th. 


7. 


P. takes P. 


8. 


P. takes P. 


8. 


K. B. to Q. 3d. 


9. 


K. Kt. to K. .5th. 


9. 


B. takes Kt. 


10. 


P. takes B. 


10. 


Castles. 


11. 


K, B. P. two. 


11. 


K. B. P. two. 


12. 


Q. Kt. to B. 3d. 


12. 


Q. B. to K. 3d. 


18. 


Q. B. to K. 3cl. 


13. 


Q. R. P. one. 


14. 


B. takes Kt. 


14. 


P. takes B. 


15. 


Q. R. to B. sq. 


15. 


Q. toK. sq. 


16. 


Q. to Q. B. 2d. 


16. 


Q. R.toKt. sq. 


n. 


Kt. takes Kt. 


17. 


K. B. P. takes Kt. 



THE king's KxVIGHt's OPENING. 225 





White. 




Black. 


18. 


Q. takes P. 


18. 


R. takes Q. Kt. P. 


19. 


Q. takes Q. 


19. 


R. takes Q. 


20. 


K. B. P. one. 


20. 


B. to B. sq. 


21. 


R. takes P. 


21. 


R. to K. 7th. 


22. 


B. to Q. 4th. 


22. 


R. to Q. 7th. 


23. 


B. to Q. B. 3d. 


23. 


R. to Q. 6th. 


24. 


K. B. P. one. 


24. 


P. takes P. 


25. 


P. takes P. 


25. 


Q. B. to K. 3d. 


26. 


R. to K. Kt. 7th, check. 


26. 


K. to R. sq. 


27. 


B. to K. 5th. 


27. 


B. to K. Kt. sq. 


28. 


R. to K. 7th. 


28. 


B. to K. B. 2d. 





Wldte. 


1. 

2. 
3. 
4. 
6. 


K. P. two. 

K. Kt. to B. Sd. 

K. B. to Q. B. 4th. 

Q. B. P. one. 

Castles. 



29. Mates in two moves. 

NOTES TO GAME IV. 

(a) Popert ^^dns the game ; nevertheless the st ongest reply liere 
ivas B. to Q,. 5th, sure of regaining the Pa\vn. 

Walker, in his " Art of Chess-Play," dismisses this method of 
;ontuniing the Giuoco Piano with the following brief summary : 

Black. 

1. The same. 

2. Q. Kt. to B. 3d. 

3. Same. 

4. K. Kt. to B. 3d. 
6. Kt. takes K. P. (weak). 

6. Your correct move is B. to Q,. 5th, and then, when he retreala 
Kt. to K. B. 3d, you take Q. Kt. with B., regaining P. with Kt 
Suppose, however, 

Q. to K. 2d (inferior). 6. Q. P. two. 

7. B. to Kt. 5th. 7. K. B. P. one. 

8. B. takes Kt., check. 8. P. takes B. 

9 Q. P. one. 9. Q,. B. to R. 3d (best). 

Black has the better game. 

GAME V. 
Tlnyedin the Paris " Cercle des ecJiecs." Won by Si. Amant. 

White (St. Amant). Black. 

. K. P. two. 1. K. P. two. 

2. K. Kt. to B. 3d. 2. Q. Kt. to B. 3d. 



226 



CHESS FOR WINTER EVENINC-JS. 



WJiite. 



3. 


^T. B. to Q. B. Ath. 


3. 


4. 


Castles, (a) 


4. 


5. 


Q. B. P. one. 


5. 


6. 


B. takes B. (h) 


6. 


7. 


Q. to Q. Kt. 3d. 


7. 


8. 


K. Kt. to K. Kt. 5th. 


(c) 8. 


9. 


Q. P. one. 


9. 


10. 


K. Kt. to B. 3cl. 


10. 


11. 


Q. P. one. 


11. 


12. 


P. takes P. 


12. 


13. 


B. to K. 3d. 


13. 


14. 


Kt. to Q. B. 3d. 


. 14. 


15. 


Q. R. to Q. sq. 


15. 


16. 


Q. P. one. (g) 


16. 


17. 


P. takes K. P. 


17. 


13. 


Q. to Kt. 4th, 


18. 


19. 


P. takes Kt. 


19. 


20. 


K. to R. sq. 


20. 


21. 


Kt. to Q. 5th.. 


21. 


22. 


Q. takes Q. 


22. 


23. 


Kt. to K. 5th. 


23. 


24. 


Kt. to K. B. 7th. 


24. 


25. 


Kt. to K. B. 6th. 


25. 


26. 


Kt. takes K. R. 


26. 


27. 


Kt. to Q. 7th. 


27. 


28. 


Kt. to K. B. 8th. (k) 


28. 


29. 


K. P. one, check. 


29. 


30. 


Kt. to K. Kt. 6th. {?n 


) Black 



Black. 
Same. 
Q. P. one. 
Q. B. toK. 3d. 
P. takes B. 
Q. to Q. 2d. 
Q. Kt. to Q. sq. (d) 
K. R. P. one. 
K. Kt. P. two. (e) 
P. takes Q. P. 
K. B. to Q. Kt. 3d. (/) 
Kt. to K. B. 3d. 
K. Kt. to Kt. 5th. 
Kt. to Q. B. 3d. 
Kt. to Q. R. 4th. (h) 
Q. to Q. B. 3d. 
Kt. takes Q. B. 
B. takes P., check. 
B. to Q. Kt. 3d. 
Q. to Q. B. 4th. (i) 
P. takes Q. 
Castles with Q. R. ( j) 
Q. R. to K. sq. 
Kt. to Q. B. 3d. . 
R. takes Kt. 
Kt. to Q. 5th. 
K. to Q. 
K. to K. sq. (/) 
surrenders. 



NOTES TO GAME V. 
{a) Walker, ir. nis " Art of Chess-Play," examines tliis mode 
continuing the Giuoco Piano, as follows : 



White. 


Black. 


1. K. P. two. 


1. Same. 


2. K. Kt. to B. 3d. 


2. Q. Kt. to B. 3d 


3. K. B. to Q,. B. 4th. 


3. Same. 


4. Castles. 


4. K. Kt. toB. 3d (weak) ; shoiilJ 




play Q,. P. one, which wruld 




eqnalize the opening. 


6. K. R. to K. sq. 


5. Castles. 





While. 


6. 
7. 
8. 
9. 


Q. B. P. one. 
Q,. P. two. 
K. P. advances. 
Q. B. P. takes P. 



THE king's knight's OPENING. 227 

6. K. R. to K. sq. 

7. P. takes P. (bad). 

8. K. Kt. to Kt. 6th. 

9. If Black now take Q,. P. v/ifb 
Q. Kt., you ought not to takp 
Kt. with Kt., for lie wouki win 
by moving Q,. to K. R. 5tli, 
but you should take K. B. I-*. 
with B., checking. 

K. B. to Q. Kt. 5th. 
10. K. B. takes P., ch. 10. K. takes B. 

U.K. Kt. to Kt. 5th, ch. 11. K. to Kt. sq. 

12. Q,. takes Kt. — May also 

check with Q,. 12. B. takes R. 

13. Q. to K. B. 5th. 13. Kt. to K. 2d sq. 

14. Q. takes K. R. P., ch. 14. K. to B. sq. 

15. Q. to K. R. 5th. 15. K. Kt. P. one. 

1 6. Gives checkmate in three moves. 

(b) White accepts this offer to exchange B. the more willingly, 
ae it enables him to frame a strong attack on the P. at K. 3d. 

(c) By capturing the worthless Q. Kt. P. with Q,., White woukl 
have lost the attack, and subjected Iiimself, moreover, to a long and 
arduous defence. 

(d) Black's efforts to defend the P., materially cramp his game. 

(e) St. Amant in his remarks on this game qualifies this attack as 
"DmigeTeuse el prematuree." 

(J) Had Black pushed P. on Kt., White would have taken off 
Bishop with Q. P., thereby laying open Black's centre, a mancEuvre 
attended with danger, second player not having castled. 

{g) A bold attack. If Black take P. with P., White has a choi.^e 
of three moves. 

(A) Threatening to win an exchange or the capture of K. F 
checking. 

(i) This was a fatal error. He should have offered to exchaiiga 
Q. at his Q,. B. 5th ; he is now compelled to recapture with P. 
(Jiureby letting the Kts. into his game. 

(^f) In a measure compelled to castle, he submits to the loss of an 
SKchange. 

Qi) Well played to effect a speedy termination. 



228 



CHESS FOK WINTEK EVENINGS. 



(Z) A forced move. 

(m) Decisive. If Black play Kt. to K. 3d, White sacnJicec' E. 
at Q,. 8th, checking, and wins in a few moves. 



GAME VI. 
Between Staunton and St. Amant (played i 1843). 



Black (St. Amant). 

1. K. P. two. 

2. K. Kt. to B. U. 

3. K. B. to Q. B. 4th. 

4. Q. B. P. one. 

5. Q. Kt. P. two. 

6. Q. P. one. 

7. Q. B. to K. Kt. 5th. 

8. K. R. P. one. 

9. Q. Kt. to Q. 2d. 

10. Castles. 

11. Q. to her Kt. 3d. 

12. Kt. takes B. 

13. Q. Kt. to K. 3d. 

14. K. to R. 2d. (c) 

15. K. Kt. to R. 4th. 

16. K. Kt. P. on3. 

17. B. takes Kt. 

18. Q. R. to K. sq. 

19. K. B. P. two. 

20. K. Kt. P. takes P. 

21. R. takes B. 

22. P. takes Kt. 

23. K. to Kt. 2d. 

24. Q. R. to K. Kt. 3d. 

25. K. R. to K. B. 2d. 

26. K. B. P. one. 

27. Q. to her Kt. 2d. 

28. K. R. to B. sq. 

29. K. B. P. one. (g) 

30. Q. to her 2d sq. 

31. Q.toK. B. 2d. (h) 

32. K. R. to his sq. 



White (Staunton). 
X. P. two 
Q. Kt. to j3. 2d. 
K. B. to Q. B. 4th. 
K. Kt. to B. 2d. 
B. to Q. Kt. 3d. 
Q. P. one. 
Q. R. P. one. (a) 
Castles. 

Q. B. tc K. 3d sq. • 
K. to R. sq. 
B. takes B. 
B. to Q. R. 2d. 
Q. Ki. to K. 2d. (i) 
Q. B. P. one. 
Q. Kt. to K. Kt. sq. 
K. R. P. one. 
Kt. takes B. 
Q. R. to Q. B. sq. 
P. takes P. 
B. takes Kt. 

Kt. to Kt. 5th, Chech (^'^ 
Q. takes Kt., check. 
Q. takes P., check. 
Q. to K. 7th, check. («'• 
Q. to K. R. 4th. 
Q. Kt. P. two. 
Q. B. P. one. 
Q. to K. R. 5tl). (f) 
K. Kt. P. one. 
K. to Kt. sq. 
Q. to K. R. 4th. 
Q. to K. 4th. 



THE king's KNIGHT*S OPENING-. 229 







Black. 










White. 






33. 


R. 


takes R. P. 




33. 


Q.B. 


P. 


tak( 


3SP. 


(0 


34. 


Q. 


R. to K. R. 


3d. 


34. 


Q. 


to 


K. 


Kt. 


4th, 


check. 


35. 


K. 


to R. 2d. 




35. 


Q. 


ta] 


kes 


R. 







36. Rook takes Q. and wins. 

NOTES TO GAME VJ. 

(a) Q,. Kt. to K. 2d would have been better play. 

(h) To prevent adv. Kt. from playing to liis Q,. 5th or K. B. 5th. 

(c) Black might have taken off Kt., thereby causing his adver- 
sary to double a Pawn. In the present case the opening thus made 
upon Black K. might have afforded White a dangerous attack. 

(d) The loss of the game may in a great measure be attributed to 
tliis move ; Wlaite should have taken K. P. with his Kt. 

(e) Badly played. He should have retired the Q. to K. 3d. 
(/) To prevent Q.'s being forced. 

(g) Well timed to continue tlie attack. 

(7i) Threatening to win Q. by taldng K. Kt. P. with R. ; also 
defending the valuable K. B. P. with Q,. and thus freeing his Rook. 

(i) White has no resource. The sacrifice of Q. ever annot 
retard the mate many moves. 

GAME VII. 
Between Calvi and Kieseritzhij . 

(From Kieseritzkij's printed collection of 50 games.) 





White (Calvi). 




Black (Kieseritzkij). 


1. 


K. P. two. 


1. 


K. P. two. 


2. 


K. Kt. to B. Zd. 


2. 


Q. Kt. to B. M. 


3. 


K.B. to Q. B. Uh. 


3! 


Same. 


4. 


Q. B. P. one. 


4. 


K. Kt. to B. U. 


5. 


Q. P. one. (a) 


5. 


Q. P. one. 


6. 


Castles. 


6. 


K. R. P. one. 


7. 


Q, to K. 2d. 


7. 


Q. B. to K. 3d. 


8. 


B. to Q. Kt. 3d. 


8. 


Q. to Q. 2d. 


9. 


Q. B. to K. 3d. 


9. 


K. B. to Q. Kt. 3d. 


10. 


Q. Kt. to Q-. 2d. 


10. 


K. Kt. P. two. 


U. 


Q. B. takes B. 


11. 


Q. R. P. takpsB. 



230 CHESS FOR WINTER EVENINGS. 

White. Black. 

12. Q. P. one. 12. P. takes P. 

13. P. takes P. 13. B. takes B. 

14. Kt. takes B. 14. Castles with Q. R. 

15. Q. P. one. 15. Q. Kt. to K, 4th. 

16. Kt. takes Kt. 16. P. takes Kt. 

17. Q. R. to Q. B. sq. 17. Q. to R. 5th. 

18. Q. R. to Q. B. 4th. 18. Q. to Q. R. 3d. (b) 

19. Q. tc Q. B. 2d. 19. Q. R. to Q. 2d. 

20. K. R. to Q. B. sq. (c) 20. K. Kt. to K. sq. 

21. Q. Kt. to Q. 2d 21. P. to Q. Kt. 4th. 

22. R. to Q. B. 5th. 22. K. B. P. one. 

23. Kt. home. 23. K. R. to R. 2d. 

24. Kt. to Q. R. 3d. 24. Kt. to Q. 3d. 

25. Q. to Q. 3d. 25. P. to Q. Kt. 5th. 

26. Kt. to Q. Kt. 5th. (cZ) 26. K. to Q. Kt. sq. (e) 

27. Q. to K. B. sq. 27. P. to Q. Kt. 3d. 

28. Kt. takes Kt. 28. Q. takes Q., checke 

29. K. takes Q. 29. P. takes R. 

30. Kt. to K. B. 5th. 30. Q. R. to Q. 3d. (/) 

31. R. takes P. 31. R. to Q. Kt. 3d. 

32. K. to K. 2d. 32. K. to Q. Kt. 2d. 

33. K. toQ. 3d. 33. K. R. to his sq. 

34. K. to Q. B. 4th. 34. K. R. to Q. R. sq. 

35. K. to Q. Kt. 3d. 35. K. R. P. one. 

36. Kt. to K. 7th. 36. K. Kt. P. one. 

37. Kt. to Q. B. 6th. 37. K. R, P. one. 

38. Kt. takes Q. Kt. P. 38. R. takes Q. R. P. 

39. K. takes R. 39. R. takes Kt. 

40. K. B. P. one. 40. K. R. P. one. (g) 

41. K. Kt. P. takes P. 41. P. takes K. B.'P. 

42. R. to Q. B. 3d. 42. R. takes K. P. 

43. R. takes P. 43. R. to K. B. 5th. 

44. R. to Q. Kt. ^il, ch. (li) 44. K. to Q. B. sq. 

45. R. toQ. R. 3d. 45. K. B. P. one. (i) 

46. R. to Q. R. 6th. 46. R. to Q. 5th. 

47. R. to K. B. 6th. 47. K. B. P. one. 

48. P. to K. R. 4th. 48. R. takes Q. P. 

49. P. to K. R. 5th. 49. K. to Q. 2d. 

50. P. to K. R. 6th. 50. K. to K. 2d. 

51. R. to K. B. 5th.- 51. K. to K. 3d. 



THE KING b XNIGHT S OPENING. 



231 



White. 

52. P. to K. R. 7th. 

53. R. to K. R. 5th. 



Black. 

52. R. to Q. sq. 

53. R. toK. R. sq. and wins. 



NOTES TO GAME VII. 

(a) Q. P. two at this stage of the Giiioco Piano, is considered a 
much raore attacldng move. See Analysis, p. 216. 

(b) If he capture the undefended Pawn, White plays Q. to lier 
B. 2d, threatening a fatal attack on Q. 

(c) White now concentrates a powerful force on adverse King. 

(d) White wciuld have got the better game by exchanging Queens, 
and then playing Kt. to Q. B. 4th. — He lets slip the golden opportu- 
nity. 

(e) Well played. 

(/) Black offers to restore the exchange to mend his position 
White should have accepted. 

(g) This move decides the game. 

(h) It is obvious he cannot exchange Rooks. 

(i) These united P. must win, King marching presently to the't 
support. 





GAME VIII. 




In the match between 


Staunton and Horwitz. 




White (Staunton). 


Black (Horwitz). 


1. 


K. P. two. 


1. The same. 


2. 


K. Ki. to B. Sd. 


2. Q. Kt. to B. Sd. 


3. 


K. B. to Q. B. 4th. 


3. K. B. to Q. B. Uh, 


4. 


Q. B. P. one. 


4. K. Kt. to B. 3d. 


5. 


Q. P. one. 


5. Q. P. one. 


6. 


Castles. 


6. Castles. 


7. 


Q. B. to K. 3d. 


7. K B. to Q. Kt. 3d, 


8. 


Q. R. P. two. 


8. Q. R. P. one. 


9. 


B. lakes B, 


9. P. taKesB. {a) 


10. 


K. R. P. one. 


10. Q. P. one. (b) 


11. 


P. takes P. 


11. K. Kt. takes P. 


12. 


K. R. to K. sq. 


12. K. R. to K. sq. 


13. 


Q. Kt. toQ, 2d. 


13. K. Kt. to K. B. 5th. 



232 CHESS FOR WINTER EVENINGS. 

White. Black. 

14. Q. Kt. to K. B. sq. (c) 14. Q. B. to K. B. 4th. 

15. K. R. to K. 3d. . ' 15. Q. to K. B. 3d 

16. Q. to K. sq. 16. Q. R. to Q. sq. 

17. Q. P. one. (d) 17. K. P. one. 

18. Q. Kt. to K. Kt. 3d. (e) 18. Kt. takes K. Kt. P. 

19. K. takes Kt. 19. P. takes Kt., check. 

20. K. to R. 2d. 20. R. takes R. 

21. Q. takes R. 21. B. to Q. 2d. 

22. Kt. to K. 4th. 22. Q. to K. B.4th. 

23. Kt. to K. Kt. 5th. 23. K. R. P. one. 

24. Kt.takesP.atK.B. 35(7) 24. Q. takes R. P., check. 

25. K. to Kt. sq. 25. Q. to Kt. 5th, check. 

26. K. to B. sq. 26. R. to K. sq. 

27. Kt. to R. 2d. 27. R. takes Q. 

28. Kt. takes Q. 28. R. to K. R. 6th. 

29. K. to Kt. 2d. (g) 29. B. takes Kt. 

30. R. to K. sq. 30. K. to B. sq. 

31. Q. P. one. 31. Kt. to K. 2d sq. 

32. Q. P. one. 32. Kt. to K. Kt. 3d, 

33. R. to K. 4th. 33. Kt. to R. 5th, check. 

34. K. to Kt. sq. 34. B. to K. B. 6th. (/t) 

White resigns. 



NOTES TO GAME VIII. 

(a) Uniting the Pawns towards the centre should be adopted as 
a general principle. Exceptional cases, however, are constantly 
arising. 

(6) The advance of this P. at the proper moment always appears 
to turn the tables on the opening player of the Giuoco Piano. 

(c) An ordinary player would have thrown this Kt. forward. 
Similar countermarches of Kt. occur frequently in the games of 
eminent players. 

(d) White has now again got somewhat the best of the position, 
as Black cannot take this Pawn. 

(e) This inconsiderate move loses the game. By playing the Q. 
Kt. to K. R. 2d or to Q. 2d, he would have had unquestionably the 
advantage. 



THE KING S KNIGHT S OPENING. 



233 



(J) « B. takes K. B. P.," followed by " Kt. or B. to K. 6th ;" 
would have lost a piece. With a little study the student will easily 
discover how. 

{g) The piece cannot be saved. 

(]i) The terminating moves are finished off in beautifu. style by 
Mr. Horwitz. 





GAME IX. 






JVon by Jaenisch* 




White. 




Black. 


1. 


K. P. two. 


1. 


The same. 


2. 


K. Kt. to B. U. 


2. 


Q. Kt. to B. Zd. 


3. 


K. B. to q. B. m. 


3. 


Same. 


4. 


Q. B. P. one. 


4. 


K. Kt. to B Sd. 


5. 


Q. P. two. 


5. 


P. takes P. 


6. 


P. takes P. (a) 


6. 


B. checks. 


7. 


B. interposes. 


7. 


B. takes B., checking. 


8. 


Q. Kt. takes B. 


8. 


Q. P. two. 


9. 


K. P. one. 


9. 


P. takes B. 


10. 


P. takes Kt. 


10. 


Q. takes P. 


11. 


Q. Kt. takes P. 


11. 


B. to K. Kt. 5th. 


12. 


Q. Kt. to K. 5th. 


12. 


B. takes K. Kt. 


13. 


Kt. takes B. 


13. 


Castles Q. R. 


14. 


Castles. 


14. 


Kt. takes P. 


15. 


Kt. takes Kt. 


15. 


R. takes Kt. 


16. 


Q. to Q. B. 2d. 


16. 


K. R. to Q. 


17. 


Q. R. to Q. B. sq. 


17. 


Q. B. P. one. 


18. 


Q. takes K. R. P. (h) 


18. 


Q. R. to K. R. 5th, 


19. 


Q. to Q. B. 2d. 


19. 


K. R. to K. R. sq. 


20. 


K. R. P. one. 


20. 


K. Kt. P. two. 


21. 


Q. to Q. B. 3d. 


21. 


Q. to K. Kt. 3d. 


22. 


K. R. to K. sq. 


22. 


K. Kt. P. one. 


23. 


R. to K. 3d. 


23. 


P. takes P. 


24. 


K. Kt. P. one. 


24. 


P. checks. 



* Major C. F. De Jaenisch, an officer of Engineers in the Russian 
a. in}', and author of a scientific treatise on the game, translated from the 
original French by G. Walker and edited in his usual excellent style. 
The English Title is " Jaenisch's Chess Preceptor," a new analysis of the 
ipenings of games —London, 1847, 8vo pp 291. 
11 



234 



CHESS lOR WINTER EVENINGS 



25. K. 

26. Q. 

27. Q. 

28. K. 

29. Q, 

30. Q. 

31. Q. 

32. Q. 

33. R. 

34. R. 

35. R. 

36. Q. 

37. Q. 

38. Q. 

39. Q. 



White. 
to R. sq. 
R. to K. sq. 
to Q. B. 5th. 
R. to K. 7th. 
R. to K. 3d. 
to Q. B. 
R. to Q. Kt. 
R. to K. 3d. 
to K. 8th, check, 
takes R., check, 
to Q. B. 8th, ch. {d) 
takes Q. B. P., ch. 
to Q. R. 8th, check, 
to K. 4th, check, 
to Q. Kt. 4th, check. 



3d. 



Black. 
25. K. R. to Kt. sq. 
26 ' ~ 
27 
28 
29 
30, 
31. 
32. 
33. 
34. 
35, 
i)6. 
37. 



Q. R. to K. R. sq 
K. to Kt. sq. 
Q. to K. B. 3d. 
K. R. to Q. (c) 
Q. takes K. B. P. 
Q. Kt. P. one. 
K. R. TO Q. 7th. 
R. takes R. 
K. to B. 2d. 
K. takes R. 
K. to Q. sq. 
K. to K. 2d. 

38. K. to B. 

39. Q. to Q. B 

wins, (e) 



4th, and 



NOTES TO GAME IX. 

(a) By retaking thus you allow 2d player to check with B., and 
oy advancing presently Q.. P. 2, he will break your centre Pawns. 
For the correct move at this juncture see analysis, p. 216. 

(b) By this ill-judged capture you allow Black to frame a power- 
ful attack on K. 

(c) If second player take K. B. P., he is mated in 4 moves. 

(d) White's game being desperate, he strives to obtain a draw at 
any cost. 

(e) If White capture R. with Q,., it is evident Q. mates. 



GAME X. 
Between Cochrane and Popert. 





Wliite (Cochrane). 




Black (Popert). 


1. 


K. P. two. 


1. 


K. P. two. 


2. 


K. Kt. to B. M. 


2. 


Q. Kt. to B. 2d. 


3. 


K. B. to Q. B. Uh. 


3. 


Same. 


4, 


Q. B. P. one. 


4. 


K. Kt. to B. 3d. 


5. 


Q. P. two. 


5. 


P. takes P. 


6. 


P. takes P. (a) 


6. 


K. B. checks. 



THE KING S KNIGHT S OPENING. 



2.15 



While. 

7 Q. B. interposes. 7. 

8. P. takes P. 8. 

9. Castles. 9. 

10. Q. takes B. 10. 

11. B. takes Kt. 11. 

12. Q. Kt. to B. 3d. 12. 

13. Q. P. one. 13. 

14. Q. R. to K. sq. 14. 
1.5. Q. to Q. 4th. 15. 

16. K. Kt. toK. 5th. 16. 

17. Kt. takes Kt. 17. 

18. Q. R.toK. 3d. 18. 

19. K. R. to K. sq. 19. 

20. Q. takes R. 20. 

21. Q. to K. 7th. 21. 

22. Kt. to Q. R. 4th. 22. 

23. Kt. to Q. B. 5th. (&) 23. 

24. Q. R. P. one. 24. 

25. Kt. to Q. 7th. 25. 
20. K. Kt. P. two. 26. 

27. Q. to K. 8th, check. 27. 

28. Kt. to K. B. 8th, check. 28. 

29. Kt. takes B., check. 29. 

30. R. takes R., check. 30. 
31 



Black. 
Q. P. two. 
K. Kt. takes P. 
B. takes Q. B. 
Castles. 
Q. takes B. 
Q. to K. R. 4th. 
Kt. to K. 2d. 
Kt. to K. Kt. 3d. 
B. to K. B. 4th. 
Q. R. to K. sq. 
Q. takes Kt. 
Q. to Q. R. 
R. takes R. 
B. to K. Kt. 
Q. to Q. Kt. 3d. 
Q. to Q. R. 4th. 
K. R. P. one. 
Q. Kt. P. one. 
R. to Q. R. sq. 
Q. takes Q. P. (c) 
K. to R. 2d. (d) 
K. to Kt. sq. 
R. takes Q. 
K. to R. 2d. 



3d. 



3d. 



Kt. to K. B. 8th, and draws by perpetual check. 



NOTES TO GAME X. 

(a) See note (a) preceding game. 
(h) Threatening mate in three moves. 

(c) Secure of a draw, White abandons this P. 

(d) If instead of moving K., he capture Q., the result is Jiie 
A\me. 



GAME XI. 
Between St. Amant and Cochrane. 



Wliite (St. Amant). 

1. K.P. hoo. 

2. K. Kt. to B. M. 



Black (Cochrane). 

1. K. P. two. 

2. Q. Kt. to B. M. 



236 CHESS FOR WINTER EVENINGS. 

White. Black. 

3. K. B. to Q. B. m. 3. The same. 



4. 


Q. B. P. one. 


4. K. Kt. to B. U. 


5. 


Q. P. two. 


5. P. takes P. 


6. 


K. P. one. 


6. K. Kt. to K. 5th. {a) 


7. 


P. takes P. {I) 


7. B. checks. 


8. 


K. to B. sq. (c) 


8. Q. P. two. 


9. 


B. to K. 2d. 


9. Castles. 


10. 


Q. Kt. to Q. 2d. 


10. B. takes Kt. 


11. 


B. takes B. 


11. K. B. P. one. 


12. 


P. takes P. (d) 


12. Q. takes P. 


13. 


Q. B. to K. 3d. 


13. Q. Kt. to K. 2d. 


14. 


Q. to Q. B. 2d. 


14. Q. Kt. to K. B. 4th. 


15. 


K. B. to Q. 3d. 


15. Kt. takes B., check. 


16. 


P. takes Kt. 


16. Kt. to K. Kt. 4th. 


17. 


K. B. to K. 2d. 


17. Q. B. to K. R. 6th. (e) 


18. 


Q. to Q. Kt. 3d. 


18. Q. B. P. one. 


19. 


K. P. one. (/) 


19. Kt. takes P. 


20. 


K. to Kt. sq. 


20. Kt. to Q. 7th. 


21. 


Q. to Q. 3d. 


21. Kt. takes Kt. 


22. 


B. takes Kt. 


22. B. takes Kt. P. 


23. 


K. takes B. 


23. Q. to K. Kt. 4th, check, 


24. 


K. to B. 2d. {g) 


24. R. takes B., check. 


25. 


Q. takes R. {h) 


25. R. to K. B. so. 




White surrenders. 



NOTES TO GABIE XI. 

(a) The best reply at this point is Q. P. two. 
(Z>) Exceptionable. First player should move B. to Q. 5th. See 
next game. 

(c) A move generally attended with danger. In the present 
instance, St. Amant attributes to it the loss of the game. 

(d) St. Amant again condemns his own play, inasmuch as the 
capture of this P. allowed his opponent to bring his best pie 3es 
powerfully into play. 

(e) Finely played as the sequel proves . 
(/") Evidently an error. 

{g) If White play K. to R. 3d, Black by playing R. te K. B 
8th wins B. and Q. for R. and P. 

(/)) If White capture R. with K., he loses both Rooks. 



THE KING S KNIGHT S OPENING. 



237 



GAME XII. 

Cluis of Berlin and Breslau. 

(From Biljuer's " Handbuch des Scliachspiels.) 



Willie (Berlin). 

1. K. P. two. 

2. K. Kt. to B. 3d. 

3. K. B. to Q. B. 4th. 

4. Q. B. P. one. 

5. q. P. two. 

6. K. P. one. 

1. K. B. to Q. 5th. 

8. K. takes Kt. 

9. K. to K. sq. 

10. Q. B. takes P. (c) 

11. B. takes Q. Kt. {d) 

12. Q. to Q. B. 2d. 

13. Q. Kt. to Q. 2d. 

14. K, to K. 2d. 

15. Q. Kt. to K. 4th. 

16. Q. to Q. R. 4th. 

17. K. R. to Q. B. sq. (/) 

18. Q. Kt. to Q. 2d. {g) 

19. Kf.. takes Q. B. 

20. K. R. to K. B. sq. 



Black (Breslau). 
K. P. two 
Q. Kt. to B. 3d. 
Same. 

K. Kt. fo B. 3d. 
K. P. takes P. 

6. K. Kt. to K. 5th. 

7. Kt. takes K. B. P. (a) 

8. Q. P. takes P., check. (J) 

9. P. takes Q. Kt P, 

10. Q. to K. 2d. 

11. Q. P. takes B. 

12. Q. B. to K. 3d. 

13. Castles Q. R. 

14. K. Kt. P. one. (e) 

15. K. B. to Q. Kt. .3d. 

16. Q. B. to Q. 4th. 

17. K. B. P. two sq. 

18. Q.B. takes Kt.,checi .(h) 

19. K. Kt. P. one. 

20. Q. R. to Q. 4th. 



21. Q. R. to Q. — Breslau now answered with K. Kt. P. 1, 
played subsequently several indifferent moves, and finally 
Jost. The game was resumed at the 21st move by Messrs. 
Mendheim and Angerstein, and played out between them bv 
correspondence as below, when the result was a won game 
for second player. 



While (Mendheim). 

22. Kt. to Q. 2d. 

23. Kt. to Q. B. 4th. 

24. Q. toQ. B. 2d. 

25. Q. to K. 4th. 

26. Q. R. P. two. 

27. P. takes P. 

28. Q. covers. 



Black (Angerstein). 
21. K. R. P. two. 

22. Q. to K. 3d. 

23. B. toQ. B. 4th 

24. K. B. P. one. 

25. K. R. to Q. sq. 

26. Q. Kt. P. two. 

27. Q. to K. Kt. 5th, check. 

28. Q. takes Q. 



238 



CHESS FOR WINTER EVENINGS. 



Wliite. 



Black. 



29. 


P. takes Q. 


29. 


R. takes R. 


30. 


R. takes R. 


30. 


R. takes R. 


31. 


K. takes R. 


31. 


P. takes P. 


32. 


Kt. to Q. 2d. 


32. 


K. to Q. 2d. 


33. 


K. to K. 2d. 


33. 


K. to K. 3d. 


34. 


K. to Q. 3d. 


34. 


Q. R. P. two. 


35. 


K. R. P. one. 


35. 


Q. R. P. one. 


36. 


K. to his 4th sq. 


36. 


B. to Q. Kt. 5th. 


37. 


Kt. to Q. Kt. sq. 


37. 


Q. B. P. one. 


38. 


Kt. to R. 3d. 


38. 


B. to Q. 7th. 


39. 


Kt. to Q. Kt. sq. 


39. 


B. to K. 8th. 


40. 


Kt. to R. 3d. 


40. 


B. to K. B. 7th. 


41. 


B. to Q. R. sq. 


41. 


Q. Kt. P. one. 


42. 


Kt. to Q. B. 4th. 


42. 


Q. R. P. one. 


43. 


Kt. to Q. 2d. 


43. 


Q. B. P. one. 


44. 


Kt. to Q. B. 4th. 


44. 


B. to Q. 5th. 


45. 


B. takes B. 


45. 


P. takes B. 


46. 


Kt. to Q. R. 5th. 


46. 


Q. R. P. one. 


47. 


Kt. to Q. Kt. 3d. 


47. 


Q. P. advances. 


48. 


K. takes P. 


48. 


K. takes P. and has 
forced won game. 




WHITE. 

White to play and Black to win. 



THE KIN& S KNIGHT S OPENING. 



239 



The position being one of some interest wc append a 
diagram of the situation, with the train of play by which 
Black wins. 





White. 




Biu^L 


49. 


K. to Q. B. 4th or A. 


49. 


K. Kt. P. one. 


50. 


K. B. P. takes P. 


50. 


K. to his 5th. 


51. 


K. Kt. P. one. 


51. 


K. B. P. one. 


52. 


K. Kt. P. one. 


52. 


K. B. P. one. 


53. 


Kt. to Q. 2d, check. 


53. 


K. to K. B. 5th. 


54. 


K. Kt. P. one. 


54. 


K. B. P. Queens. 


55. 


Kt. takes Q. 


55. 


Q. R. P. Queens. 


56. 


K. Kt. P. Queens. 


56. 
A. 


Q. checks at Q. 
and wins. 


49. 


K. to K. 2d. 


49. 


K. to his B. 3d. 


50. 


K. toQ. 3d. If instead 





K. to his B. 2d, Black 
plays K. to B. 4th, and if 
White then check with 
Kt., he moves K. towards 
Q. R. P. 

51. K. B. P. takes P. 

52. P. takes P. 

53. K. to K. 2d. 

54. K. to K. B. 2d. 

55. Kt. to Q. R. sq. 

56. Kt. to Kt. 3d. 

57. K. to his B. sq. 

58. K. to B. 2d. 



R. 2d 



50. 


K. Kt. P. one. 


51. 


P. takes P. 


52. 


K. to K. Kt. 4th. 


53. 


K. takes P. 


54. 


K. B. P. one. 


55. 


K. to K. B. 5th. 


56. 


K. to his 5th sq. 


57. 


K. to Q. 4th. 


58. 


K. to Q. B. 5th, and wins. 



NOTES TO GAME XII. 

(a) Black gives up Kt. for three Pawns. This sacrifice may be 
considered as unsound, a minor piece being worth rather more than 
three Pawns, though less than four. 

(b) White King has now three squares of refuge ; viz. K. Svq., 
K Kt. 3d, and K. B. ; all of which have their partisans. Lolli and 
the Italian masters prefer the first; GhulamKassim and .Taenisch the 
Bocond ; and Petroff the third. For detailed analysis, see " Walk* 
er's Art of Chess-Play," Game XV. p. 67. 



240 



CHESS FOR WINTER EVENINGts. 



(c) In this position Lewis thinks White has the best of the game, 
though some eminent writers call it an even game. 

(d) Fearing this Knight's being played to Q. sq. and subsequently 
to K. 3d. 

(e) Precautionary, previous to moving K. R. — Q. B. to Q. 4th 
would probably have been better play. 

(/) Rather move Q. R. to this sq. 

(g) Rather play this Kt. to K. B. 6th, with a view to dislodge 
the dangerous Q,. B. 

(h) This was an ill-judged capture on the part of Breslau. K. 
Kt. P. one instead, would have proved somewhat embarrassing to 
White. 





GAME XIII. 




Between Boncourt 


and Kieserilzkij. 




WJiite (Boncourt). 


Black (Kieseritzkij). 


1. 


K. P. two. 


1. Same. 


2. 


K. Kt. to B. 2d. 


2. Q. Kt. to B. 2d. 


3. 


K. B. to Q. B. 4th. 


3. Sarae. 


4. 


Q. B. P. one. 


4. K. Kt. to B. 2d. 


5. 


Q. P. two. 


5. P. takes P. 


6. 


K. P. one. 


6. q. P. two. 


7. 


P. takes Kt. (a) 


7. P. takes B. 


8. 


P. takes K. Kt. P. 


8. K. R. to Kt. sq. 


9. 


Q. B. to K. Kt. 5th. 


9. K. B. P. one. 


10. 


Q. to K. 2d, check. 


10. Q. to K. 2d. 


11. 


Q. B. takes P. 


11. Q. takes Q., check. 


12. 


K. takes Q. 


12. Q. P. one, check, (b) 


13. 


K. to Q. sq. 


13. B. to K. Kt. 5th. 


14. 


K. R. P. one. 


14. B. takes Kt., check. 


15. 


P. takes B. 


15. K. to B. 2d. 


16. 


Q. Kt. to Q. 2d. 


16. K. takes B. 


17. 


Kt. checks. 


17. K. takes P. 


18. 


Kt. takes B. 


18. Kt. to K. 4th. 


19. 


P. toK. B. 4th. 


19. Kt. to K. B. 6th. 


20. 


Kt. checks. 


20. K. to B. 2d. 


21. 


Kt. checks. 


21. Kt. takes Kt. 


22. 


P. takes Kt. 


22. R. takes P. 


23. 


K. to Q. 2d. 


23. R. to K. sq. and wins 



THK KING S KNIGHT S OPiiNING. 



241 



NOTES TO GAME XIII. 

(a) This move gives Black the better game. Seo Analysis, p 
216, forccm-cci muve. 

(b) The effect of this check is confining to White's game, Black 
tliough minus a Pawn is more than compensated by position. 





GAME XIV. 


Tn the match hctween Staunton and Horwitz. Played in Lomloii 






1846. 






Wliif^ (Horwitz). 




Black (Staunton) 


1. 


K. P. two. 


1. 


K. P. two. 


2. 


K. Kt. to B. U. 


2. 


Q. Kt. to B. Sd. 


3. 


K. B. to Q. B. Ath. 


3. 


K. B. to Q. B. 4t/t 


4. 


Q. B. P. one. 


4. 


K. Kt. to B. 3d. 


5. 


Q. P. two. 


5. 


P. takes P. 


6. 


K. P. one. 


6. 


Q. P. two. 


7. 


K. B.to q. Kt. 5th. 


7. 


K. Kt. to K. 5th. 


8. 


P. takes P. 


8. 


B. to Q. Kt. 3d. 


9. 


Castles. 


9. 


Castles. 


10. 


K. R. P. one. 


10. 


K. B. P. one. (a) 


11. 


Q. Kt. to B. 3d. 


11. 


P. takes K. P. 


12. 


B. takes Kt. 


12. 


P. takes B. 


13. 


K. Kt. takes P. 


13. 


Q. B. to Q. R. 3d. 


14. 


Q. Kt. to K. 2d. {b) 


14. 


P. to Q. B. 4th. (c) 


15. 


B. to K. 3d. 


15. 


P. takes P. 


16. 


B. takes P. (d) 


16. 


B. takes Kt. 


17. 


Q. takes B. 


17. 


B. takes B. 


18. 


Kt. to Q. B. 6th. 


18. 


Q. to K. B. 3d. (e) 


19. 


Kt. takes B. 


19. 


Q. takes Kt. 


20. 


Q. R. to Q. sq. 


20. 


Q. to her B. 4th. 


21. 


Q. R. to Q. B. sq. 


21. 


Q. to her Kt. 3d. 


22. 


Q. Kt. P. one. 


22. 


Kt. to K. Kt. 6th. 


83. 


Q. to her 3d. 


23. 


Kt. takes K. R. 



And after a few moves, White surrendered. 



NOTES TO GAME XIV 

(a) To break the centre Pawns. 

(fj) White should have taken off the Kt. in preference. 



BlacA- 



242 CHESS FOR WINTER EVENINGS. 

then, as his best move, would probably have taken the Kt. (for taking 
the Rook would be dangerous, on account of " Q. Kt. to K. Kl. 6th), 
and then the game might have proceeded thus : — 

White. Black. 

14. Q. Kt. takes Kt. 14. Q. P. takes Kt. 

15. Q,. to her Kt. 3d, check. 16. Q. to her 4th. 

16. Q. takes Q,. 16. P. takes Q. 

17. K. R. to Q. sq. &c. 

The position, however, would even then have been much in favot 
of the second player, from the commanding situation of his two 



(c) This is stronger play than taking the Q,. Kt. After auvancing 
the doubled Pawn, Mr. Staunton remarked that, had his position been 
less favorable, and the advantages springing from this move less ob- 
viously certain, he should have much preferred the more enterprising 
play of taking the K. B. P. with his Kt. — a sacrifice, as he demon- 
strated in an after game, which leads to many strikingly beautiful 
situations ; for example : — 

14. Kt. takes K. B. P. 

15. R. takes Kt. 16. R. takes R. 

16. K. takes R. 16. Q. to K. R. 5th, check. 

(In the first back game. White (Whereupon Black mated him 
now plays) prettily enough as follows :) 

17. K. to his B. sq. 17. R. to K. B. sq., check. 

18. K. Kt. to B. 3d. 18. B. takes Q. P. 

19. Q. to K. sq. 19. R. takes Kt., check. 
(His only move, unless he give 

up the Q,. for Bishop.) 

20. P. takes R. 20 Q. takes K. R. P., mate. 
In a second back game, instead of " K. to B. sq.," Wliite 

played 

17. K. Kt. P. one. 17. Q. takes K. R. P. 

18. K. Kt. to B. 3d (or A). 18. R. to K. B. sq. 

19. Q. Kt. to K. B. 4th. 19. B. takes Q,. P., check. 

20. Q,. takes B., 20. Q. to K. B. 8th, check. 

21. K. to his 3d sq. 21 R. to K. sq., check. 
(If Kt. to K. 6th, White loses 

his Q., therefore,) 

22. K. to Q. 2d. 22. Black may now take the Kt. 

or play Rook to K. 6th, in 
either ease having a winnino 
game. 



THE KING S KNIGHT S OPENING. 24JJ 

(A) 
White. Black. 

18. Q. Kt. to K. B. 4th. 18. B. takes Q. P., check. 
(If White take the B. he loses liis 

Q. in three moves, therefore,) 

19. K. to B. 3d. * 19. R. to K. B. sq. 

20. Q. takes B., 20. Q. to K.R. 8th, check. 
(If now the K. be played to B. 

2d or K. 3d, Black wins the Q., 
therefore,) 

21. K. to Kt. 4th. 21. B. to his sq., check, and 

Black wins. 
There are many other variations, but these w^ill suffice to show 
the resources of the attack. 

(d) This move loses a clear piece. Play as he could, however, 
the game was irredeemable. 

(e) A move Wliite overlooked, unfortunately, when he took the 
Pawn with Bishop. 

GAME XV. 

Bettceen Mr. C. H. Stanley, Ed. of the American Ch ss Magazine, and 
another strong player. 

(Hitherto unpublished.) 

White (Stanley). Black. 

1. K. P. two. 1. The same. 

2. K. Kt. to B. Sd. 2. Q. Kt. to B. Bd. 
' 3. K. B. to Q. B. Ath. 3. Same. 

4. Q. B. P. one. 4. K. Kt. to B. U. 

5. q. P. two. 5. P. takes P. 

6. K. P. one. 6. Q. P. two. 

7. K. B. to Q. Kt. 5th. 7. K. Kt. to K. 5th. 

8. B. takes Kt., check. 8. P. takes B. 

9. P. takes P. 9. B. to Q. Kt. M. 

10. Q. Kt. to B. U. 10. P. to Q. B. m. 

11. P. takes P. 11. Kt. takes Kt. 

12. P . takes Kt. 12. B. takes P. 

13. K. Kt. to Q. 4th. 13. Castles. 

14. Castles. 14. K. B. P. one. 



* He may also play B. to K. 3cl, upon which Black can check wit!- 
bis Q., and afterwards take Kt. with B., having the better game. 



244 CHESS FOR V'iNTUR EVENINGS. 





White. 




Black. 


15. 


P. takes P. 


15. 


Q. takes P. 


16. 


B. to K. 3d. (a) 


16. 


Q. B. to R. 3d. 


17. 


R. to K. sq. 


17. 


Q. R. to K. sq. 


18. 


K. Kt. to B. 3d. 


18. 


B. takes B. 


19. 


Q. takes P., check. 


19. 


K. to R. sq. 


20. 


P. takes B. 


20. 


Q. takes Q.B. P 


21. 


Q. R. to Q. B. sq. 


21. 


Q. to Q. Kt. 5th. (&) 


22. 


Kt. to K. 5th. 


22. 


Q. to K. 2d. (c) 


23. 


Kt. to Q. B. 6th. 


23. 


Q. to K. B. 3d. 


24. 


Q. to Q. 2d. (d) 


24. 


B. to Kt. 2d. 


25. 


Kt. to Q. 4th. 


25. 


Q. to K. 4th. 


26. 


R. to K. B. sq. 


26. 


R. takes R. 


27. 


R. takes R. 


27. 


K. R. P. one. 


28. 


R. to K. sq. 


28. 


Q. B. P. two. 


29. 


Kt. to Q. Kt. 5th. 


29. 


R. to K. 3d. 


30. 


Kt. to B. 3d. 


30. 


Q. to K. Kt. 4th. 


31. 


Q. to K. B. 2d. (e) 


31. 


R. to K. Kt. 3d. 


32. 


K. P. one. 


32. 


Q. to K. 4th. 


33. 


Q. to K. B. 3d. 


33. 


R. to K. B. 3d. 


34. 


Q. to K. 3d. 


34. 


R. to K. B. 5th. 


35. 


K. Kt. P. one. 


35. 


R. to K. B. sq. 


36. 


R. to Q. sq. 


36. 


R. to K. sq. 


37. 


Kt. to R. 4th. 


37. 


Q. B. P. one. 


38. 


R. to Q. 4th. 


38. 


B. takes K. P. 


39. 


Kt. to K. B. 3d. 


39. 


B. to Kt. 2d. 


40. 


Q. takes Q. 


40. 


R. takes Q. 


41. 


R. takes P. 






'And after a few more moves the game, by mutual con. 


ent, 


was abandoned as drawE 


1. 





NOTES TO GAME XV. 

(a) A desh-able move on account of its conformity with one of 
the first principles of a chess-player, which is, to concentrate hig 
forces in the centre of the board ; and a necessary one on account 
of the support thereby provided for K. B. P. in the event of the 
forced removal of K. R. 

(&) If Rook capture Q. B. P., Black takes Kt. with R. 

(c) With young players the propensity to attack Q. is nearly as 



THE KING S KNIGHT S OPENING. 245 

great as the other propensity to check K. on all occasions : in the 
present instance if Black attack Q. with B., he is compelled to lose 
an exchange, to avoid that peculiar form of mate known as PMlidor' 
legacy, e. g. : 

While. Black. 

22. B. to Q. Kt. 2d. 

23. Kt. to K. B. 7th, check. 23. K. moves (if). 

24. Kt. to R. Sd, check. 24. K. moves. 

25. Q. to Kt. 8th, check, 25. R. takes Q,. 

26. Kt. mates. 

(d) Disagreeable results would be likely to attend the capture ol 
Rook's Pawn, thus : 

24. Kt. takes R. P. 24. R. takes K. P. 

25. If Rook take R. mate en- 
sues in three moves, there- 
fore, K. R. to Q,. sq. 25. B. to K. 7th. 

26. R. to K. sq. 26. Q. to B. 7th, check. 

27. K. to R. sq. 27. B. to K. B. 6th, and Black 

wins in a few moves, 
(e) If Q. to K. 2d, Black captures K. P. with R., and White 
could not possibly save the game. 



LESSON III. 

In the game forming this Lesson, first player at his 3d 
move plays K. B. to Q. Kt. 5th, a move formerly considered 
weak play, but which may be adopted with safety. The 
following examination of this move is from Walker's A rl of 
Chess-Play. 

ANALYSIS. 
Wfiite. Black. 

1. K. P. two. 1. K. P. two 

2, K, Kt. to B. 3d. 2. Q. Kt. to B. 3d. 
3 K. B. toQ. Kt. 5th. 



246 CHESS FOR WINTER EVENINGS. 



FIRST REPLY. 

WJiite. Black. 

3. K. B. to Q. B. 4th. In 
Ine game that follows, extracted from the Chess-Player's Chron- 
icle, it will be seen that Staunton deprecates this move. 
Jaenisch and Bilguer prefer K. Kt. to B. 3d. — (See Second 
Reply.) 
4. Q. B. P. one (best, see A). 4. K. Kt. to K. 2d. 



5. 


Castles. 


5. 


Castles. 


6. 


Q. P. two. 


6. 


P. takes P. 


7. 


P. takes P. 


7. 


K. B. to Q. Kt. 3d. 


8. 


Q. P. one. 


8. 


Q. R. P. one. 


9. 


B. to Q. R. 4tli. 


9. 


Q. Kt. home. 


.0. 


Q. P. advances. 


10. 


K. Kt. to Kt. 3d (best). 


1. 


P. takes P. (best). 


11. 


Q. lakes P. 



12. Q. Kt. to B. 3d, with rather better position. Black can, 
however, vary some of the preceding moves, and the result 
should be an even game. 

Variation A. 

4. B. takes Kt. 4. Q. P. takes B. 

5. If you take K. P. with Kt., he gets a good game by 
playing Q. to Q. 5th. Ponziani makes you play now at 
once Q. B. P. one, the answer to which is Q. to Q. 6th. 

Q. P. one (best). 5. Q. B. to Kt. 5th. 

6. Q. B. to K. 3d. 6. Q. to her 3d. 

, 7. Castles. 7. Q. R. to Q. sq. 

8. Q. Kt. to Q. 2d. The game is even. Jaenisch now 
erroneously plays for Black, K. Kt. to K. 2d, not seeing that 
you would not reply as he supposes with Q. Kt. to Q. Kt. Jkl, 
but with Q. Kt. toQ. B. 4th, winning a piece. 



SECOND REPLY. 

3. K. Kt. to B. 3d. 

4. Q. P. one.— To take Kt. 

gives no advantage. 4. K. B. to Q. B. 4th 

5. Castles. 5. Q. Kt. to Q. 5th. 

6. Kt. takes Kt. 6. B. takes Kt. 

7. Q. B. P. one 7. B. to Q. Kt. 3d. 



THE KING S KNIGHT S OPENING. 



247 



WJiite. 

8. Q. B. to K. Kt. 5th. 

9. K. B. to Q. R. 4th. 

10. B. takes Kt. 

11. Q. Kt. to Q. 2d. 



Black. 

8. Q. B. P. one. 

9. K. R. P. one. 

10. Q. takes B. 

11. Castles. 



Even game. 



GAME IN ACTUAL PLAY. 
The following game on this mode of playing the Knight's 
Opening, extracted from the Berlin Schachzeitung, and pub.- 
lished in the . Chess-Player's Chronicle for Jan., 1847, waa 
played between Messrs. Heydebrandt and Hanstein : 





White (Hanstein). 


Black (Heydebrandt). 


1. 


K. P. two. 


1. 


K. P. two. 


2. 


K. Kt. to B. 3d. 


2. 


Q. Kt. to B. 3cl. 


3. 


K. B. to Q. Kt. 5th. (a) 


3. 


K. B. to Q. B. 4th, 


4. 


Q. B. P. one. 


4. 


K. Kt. to K. 2d. 


5. 


Castles. 


5. 


Castles. 


6. 


Q. P. two. 


6. 


P. takes P. 


7. 


P. takes P. 


7. 


B. to Q. Kt. 3d. 


8. 


Q. P. one. 


8. 


Q. Kt. to his sq. 


9. 


Q. P. one. (b) 


9. 


P. takes P. (c) 


10. 


Q. takes P. 


10. 


K. B. to Q. B. 2d. 


11. 


Q. to her 3d. (d) 


11. 


Q. P. two. 


12. 


Q. Kt. to B. 3d. 


12. 


P. takes P. 


13, 


Q. takes P. (e) 


13. 


Q. Kt. to B. 3d. 


14. 


K. R. to Q. sq. 


14. 


Q. to K. sq. 


15. 


K. Kt. to his 5th sq. (/) 


15. 


Q. B. to K. B. 4th. 


16. 


B. takes Kt. 


16. 


P. takes B. 


17. 


Q. to K. R. 4th. 


17. 


Kt. to Q. 4th. 


18. 


Kt. takes Kt. 


18. 


P. takes Kt. 


19. 


Q. B. to K. 3d. (g) 


19. 


Q. to her Kt. 4th. 


20. 


B. to Q. 4th. 


20. 


K. R. toK.sq. 


21. 


Kt. to K. B. 3d. 


21. 


K. B. P. one. 


22. 


B. takes K. B. P. (h) 


22. 


P. takes B. 


23. 


Q. takes B. P. 


23. 


B. to K. Kt. 3d. 


24. 


Q. R. to Q. B. sq. 


24. 


B. to Q. Kt. 3d. 


25. 


K. R. P. two. 


25. 


K. R. to K. 7th. 


26. 


Kt. to Q. 4th. 


26. 


Q. takes P. 



248 CHESS FOE WINTER EVENINGS. 

White. Black. 

27. Q. to her B. 6th. (i) 27. K. R. to K. sq. (i^ 

28. Q. takes Q. P., check. 28. K. to R. sq. (Z) 

29. Q. R. to B. 6th. (m) 29. B. to K. 5th. (n) 

30. Q. to her 6th. 30. B. takes Kt. (o) 

31. R. takes B. 31. K. R. to K. 3d. 

32. Q. takes R. 32. Q. takes R. 

33. Q. to K. B. 6th, check. 33. Q. takes Q. 

34. R. takes Q. 34. R. to Q. Kt. sq. ^p) 

35. K. B. P. one. 35. B. to Q. 4th. 

36. Q. R. P. one. 36. R. to Kt. 3d. (q) 

37. R. takes R. 37. P. takes R. 

38. K. to B. 2d. 38. K. toKt. 2d. 

39. K. to his 3d. 39. K. to B. 3d. 

40. K. to B. 4th. 40. B. to Q. B. 3d. 

41. K. to Kt. 4th. 41. B. to K. sq. 

42. K. to B. 4th. 42. B. to K. Kt. 3d. 

43. K. to Kt. 4th. 43. K. R. P. two, check 

44. K. to B. 4th. 44. B. to K. B. 4th. 

45. K. Kt. P. two. 45. B. to K. Kt. 3d. 

46. P. takes P. 46. B. takes P. 

47. Q. R. P. one. (r) 47. B. to K. sq. 

48. Q. R. P. one. 48. P. takes P. (s) 

49. K. to his 3d, and the game was resigned as a drawn 
battle. 



(a) The question whether B. to Q. Kt. 5th or to Q. B. 4th is the 
better move at this point for the first player, is nearly as old as the 
present mode of playing chess. Lopez considered Q. Kt. to B. 3d, 
as recommended by his predecessor Damiano for the 2d move of the 
defence, a bad one, on account of this very move of K. B. to Q. Kt. 
6th. His variations show, however, that he had but imperfectly ana- 
lyzed the consequences. The Italian players, and with them the 
succeeding German, English, and French authors, considered K. B, 
to Q. Kt. 5th, a weak move, and unanimously declared for K. B. to 
Q,. B. 4th : many players of the present time, and some of the most 
recent works — amongst others Le Palamede, for March, 1846 — join 
in this opinion. The analyses of the authors are, however, very in- 
complete ; and we are indebted to the labors of Mr. Mayet in Bilguer'o 



THE KING S KNIGHT S OPENING. 249 

work, and the more modern investigations of .Taenisch, for the better 
appreciation of this move. Those writers consider the best defence 
not satisfactory, and believe K. B. to Q. Kt. 6th at least equal in 
strength to K. B. to Q. B. 4th, 

(b) Stronger than Q,. Kt. to B. 3d, as affording a more lasting 
attack, 

(c) Black may here play K. Kt. to liis 3d, which White would 
f(.illow with — 

10. P. takes Q.. B. P. 10. Q. or B. takes P. 

11. Q,. Kt. to B. 3d, with a superior game. 

(d) At this point, Jaenisch leaves ^he game, considering White's 
position as the better. Q,. P. two. Black's reply to the 1 1th move of 
White, with correct play, would most likely lead to a drawn game. 
A much stronger move, although it may not appear so theoretically, 
would be Q. to her R.'s third. For in that case Black could not 
advance his Q. P. two, as White would gain an advantage by an- 
swering with K. R. to Q,. sq., which would give to Black a very con- 
fined position. Indeed it is not difficult to see, that after the move 
recommended, of Q. to her R. third, Black's game affords no satisfac- 
tory defence for a length of time ; and we must repeat that the 
playing K. B. to Q,. B. 4th by the second player as his 3d move, is 
not to be commended. 

(e) If the Kt. takes this P., Black gains an advantage by Q,. B. 
to K. B. 4th. 

(/) To separate the Pawns on the Q. side. 

(g) If the Rook take the P., the Q^ gives mate ; and if, instead 
of playing the Bishop to K.'s third, he were played to K. B, 4th, 
Black might exchange Bishops, and then support his Q,'s P, by mov- 
ing B. to K. third. 

(h) A bold sacrifice to be ventured in an actual game. 

(i) The only saving move, and one which at the same time im 
perils Black. 

(k) This is the best move, K. R. takes K. B. P. would perhaps 
have been good, but K. B. takes Kt. would have lost the game, e. g.— . 

27. Q. to her B. 6th. 27. B. takes Kt. 

28. Q. takes R., check. 28. K. to Kt. 2d (best.) 

29. R. to B. 7th, check. 29. K. to R. 3d. (Interposing 

B. would cost a piece.) 



250 CHESS FOR WINTER EVENINGS. 

30. Q. to K. B. 8th, check. 30. K. to R. 4th. 

31. Q,. to K. B. 3d, check. 31. K. takes P. (or mate foUowE' 

32. K. R. takes B., ch. &.c. in two moves.) 

(I) Interposing the B. would lead to perpetual check. 

(m) Q,. R. to B. 4th, would also have been good, but the move 
in the text is more beautiful, as it involved a snare, into which Black 
fell, and enabled White to save the game. 

(n) Black could not resist the temptation of winning the R for 
B., and thus overlooked the perpetual check. The strongest movi; 
for him was Q,. R. to Q,. sq. 

(o) If tlie other B. takes the R., White gives perpetual ci eck. 

(p) We recommend the study of the terminating moves, which 
were exremely difficult for both parties. They prove the possibility 
of positions occurring where two Pawns not even moved can draw 
the game against a Bishop. 

(g) Black would have had a better chance of winning by not 
exchanging Rooks. 

(?•) Most important, because the B. might otherwise have prevent- 
ed the P. advancing to compel the Black P. to take. 

(s) If Black does not take P., White would win. (?) As it is, 
the game must be drawn, even if White had no Pawns, since the P. 
on Rook's file can never reach the eighth sq. 

To the young student it may be profitable to point out that Kin g, 
Bishop, and Rook's Pawn cannot win against single K. in front of P. 
unless the Bishop be of a color to command the 8th or Queening sq. 
of that Rook's file on which the P. marches. This axiom is well 
exemplified by the position from Carrera on the following page : 

In this situation Black draws the game, the result doponding, 
however, upon his playing his 3d move correctly, e. g. 

Wliite has the move and plays as follows : 

White. Black. 

1. P. two sq. 1. K. toQ. sq. 

2. P. on. 2. K. tohissq, 

3. P. on, or A. 3. K. to K. B sq, 

4. B. to Q. 5th, and 
afterwards advances the P. to 
Queen, Black being compelled to 
'nove away from Pawr 



THE KING S KNIGHT S OPENING. 
BLACK. 



251 






1 




The game may, however, be easily drawn, if Black play the 3d 
move properly. Instead of moving K. to his B. sq., he ought to play 
K to B. 2dsq., and if the B. check at Q. 5th sq., Black will play K. 
tc K. Kt. 3d sq., and will gain the Pawn. 



3. B. to Q. 5th sq. 3. If Black play K. to K. B. sq., 

White wiU advance the P. and win the game ; he must play K. to 
his 2d sq., then to K. B. 3d sq., secure of capturing Pawn or gaining 
and keeping the corner, 'ax which case the P. caimot win. It is su- 
perfluous to repeat, that when the Bishop commands the 8th sq,, 
the game is speedily forced. If White in the above position, and 
others analagous, had even several Pawns behind each other on the 
Rook's file, tlie adverse single K., being in front, would equally draw 
as against one, on account of the Bishop's not commanding the es- 
tieme square of tl^e file. 



252 CHESS FOR WINTER EVENINGS. 

LESSON IV. 

THE QUEEN'S PAWN TWO OPENING. 

r,KADING MOVES IN ACTUAL PLAY: GAMES I., II., AND III,. 

IN CORRESPONDENCE BETWEEN THE LONDON AND EIIN' 

BURGH CHESS-CLUBS. GAME IV. COCHRANE AND POPERT. 

GAME V. PERIGAL AND DANIELS. GAME VI. IN CORRES- 
PONDENCE BETWEEN THE WASHINGTON AND NEW-YORK 

CHESS-CLUBS. GAME VII. FROM WALKER's THOUSANL" JAMES 

IN ACTUAL PLAY. 

This opening springing out of the Knight's Game may 
be. classed as a variation of the Giuoco Piano. It receives it? 
name from the third move of the second player who sacrifices 
his Q. P. by playing it two sq. on his third move. It is 
known also as the " Scottish Opening," from the circum- 
stance of its having been brought into vogue by its adoption 
in three out of the five games played between the years 1824 
and 1828, by correspondence, between the clubs of London 
and Edinburgh. See first three games in actual play. 

Of this method of commencing the game, Walker, in his 
Art of Chess-Play, remarks — " It is alike fertile in resource 
•and safe in its results ; since if even the best moves are op- 
posed on the part of the defence, the Pawn first given is re- 
gained ; and the game in its more forward stages becomes of 
an even character. The Queen's P. Two Opening thus pre- 
sents both shield and spear, and in this respect has the ad- 
vantage over the Evans Game* and similar d^huts ; in 
which, should the attack fail, ultimate loss is assured to 
the first player, through the weight of the sacrificed Pawn. 



* For detailed analysis of the Evans Game, or the Evans Gambit se 
't is more generally termed, consult -Walkei-'s "Art of Chess-Play, 4tn 
Rd. 1846, and Staunton's Chess-Player's Handbook, London, 1847. 



THE queen's pawn TWO OPENING. 253 

which he never regains." The following constitute, for 
both sides, the safest : 

LEADING MOVES. 
White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. Kt. to B. 2d. 2. Q. Kt. to B. ^d. 

3. Q. P. two. — This move con- 
stitutes the Q. P. Two Opening. 
Its effect is to open the board at 

once to the range of the Bishops. 3. P. takes P. {^best). 

4. K. B. to Q. B. Uh. 4. K. B. to Q. B. 4th. 

5. Q. B. P. one. — In reply to this move, authors have 
generally recommended as best to advance P. to Q. 6th, giv- 
ing it up altogether. We are indebted to Jaenisch for the 
discovery that at this stage Black can acquire a strict equal- 
ity of position by resolving the game into a familiar variation 
of the Giuoco Piano. He therefore plays : 

5. K. Kt. to B. Sd. 
The position will now be found identical with that result, 
ing from the following first five moves of the leading game 



perfect equality : 






1. K. P. two. 

2. K. Kt. to B. Sd. 

3. K. B. to Q. B. 4th. 

4. Q. B. P. me. 

5. Q. P. tioo. 


1. 

2. 
3. 
4. 
5. 


K. P. two. 

Q. Kt. to B. 3d. 

The same. 

K. Kt. to B. U (best). 

P. takes P. 



Deviation from this orthodox course of play gives rise to 
much beautiful combination, of which many examples will 
be found in the following games in actual play : 

GAME I. 

fjj corresiiondence, between the London and Edinburgh Chess- Cluha 
Begun hy the Edinburgh Club, 6ih of Oct., 1826. 

White (Edinburgh). Black (London). 

1. K. P. two. 1. K. P. two. 

2. K. Kt. to B. 3(Z. 2. Q. Kt. to B. Sd. 

8. Q. P. two. 3. Q. Kt. takes P. (a) 



2h4 CHESS FOR WINTER EVENINGS. 

White. Black. 

4. Kt. takes Kt. 4. P. takes Kt. 

5. Q. takes P. 5. K. Kt. to K. 2d. 

6. K. B. to Q. B. 4th. (b) 6. Kt. to Q. B. 3d. 

7. Q. to her 5th. (c) 7. Q. to K. B. 3d. 

8. Kt. toQ. B. 3d. (d) 8. K. B. to Q. Kt. 5th- 

9. Q. B. to Q. 2d. 9. Q. P. one. 

10. K. B. to Q. Kt. 5th. 10. Q. B. to Q. 2d. 

11. Q. to her B. 4th. 11. K. B. to Q. B. 4th, 

12. Castles on K. side. 12. Castles on K, side. 

13. Q. to her 3d. (e) 13. Kt. to K. 4th. 

14. Q. to K. Kt. 3d. • 14. B. takes B. 

15. Kt. takes B. 15, Q. B. P. one. 

. 16. Kt. to Q. B. 3d. 16. Kt. to Q. B. 5th. 

17. B. to K. Kt. 5th. 17. Q. to K. Kt. 3d. 

18. Q. Kt. P. one. 18. K. B. P. one. 

19. B. to Q. B. sq. 19. Q. takes Q. 

20. K. R. P. takes Q. 20. B. to Q. 5th. 

21. P. takes Kt. (/) 21. B. takes Kt. 

22. Q. R. to Q. Kt. sq. 22. Q. Kt. P. one. 

23. K. R. to Q. sq. (g) 23. Q. R. to K. sq. 

24. Q. R. to Q. Kt. 3d. 24. B. to Q. R. 4tn. 

25. K. B. P. one. 25. K. B. P. one. 

26. K. P. takes P. 26. Q. R. to K. 7th. (h) 

27. P. to K. Kt. 4th. 27. R. takes Q. B. P. 

28. B. to K. B. 4th. 28. R. takes P. at Q. B. oil. 

29. B. takes Q. P. 29. K. R. to K. sq. 

30. Q. R. to his 3d. (^) 30. K. R. P. one. 

■ 31. B. to Q. B. 7th. 31. R. to K. 2d. (k) * 

32. K. R. to Q. 8th, check. 32. K. to his R. 2d. 

33. R. to Q. B. 8th. 33. Q. R. to Q. B. 8th, oh. 

34. K. to his R. 2d. 34. K. R. to K. 8th. {I) 

35. K. to his R. 3d. 35. R. to K. R. 8th, check. 

36. R. to K. R. 2d. 36. B. to Q. B. 6th. (m) 

37. P. to K. B. 4th. (??) 37. B. to Q. 7th. (o) 

38. P. to K. Kt. 3d. 38. B. to Q. R. 4th. (p) 

39. Q. R. to K. 3d. {q) 39. Q. R. to Q. B. 7th. 

40. P. to K. Kt. 5th. 40. K. R. takes B., check. 

41. K. to hisKt. 4th. 41. K. R. P. one, check, (r) 

42. K. to his B. 3d. 42. K. R. to K. B. 7th, oh. 

43. K. to h>"s 4th. 43. K. Kt. P. one. (s) 



THE HtJEEN S PAWN TWO OPENING. 



255 



WJiite. 

44. K. R.toQ. B. 7th, ch. 44. 

■45. K. to his 5th. 45. 

46. K. to his B. 6th. 46. 

47. K. takes K. Kt. P. 47. 

48. K. R. to K. Kt. 7th, ch. 48. 

49. K. to his R. 6th. {it) 49. 

50. Q. R. to K. 6th. 50. 

51. K. R. toK. R. 7th, ch. 51. 

52. Q. R. to K. Kt. 6th, ch. 52. 

53. Q. R. takes Q. B. P. 53 

54. Q. R. to K. B. 6th, ch. 54. 

55. P. to K. Kt. 6th. 55. 

56. P. to K. Kt. 4th. 56. 

57. R. takes B., check. 57. 

58. P. to K. Kt. 7th, ch. (z) 58. 

59. R. to K. R. 8th. 59. 

60. K. to his R. 7th, and Lon- 
don resigned. 



Black. 
K. to his Kt. sq. 
Q. R. to Q. B. 4th, ch. (.') 
Q. R. takes P., check. 
R. to K. B. sq. 
K. to his R. sq. 
B. to Q. Kt. 5th. (v) 
Q. R. to K. B. 4th. {w) 
K. to his Kt. sq. 
K. to his B. sq. 
Q. R. toQ. B.4th. {c) 
K. to his sq. 
Q. R. to Q. B. 6th. (ij) 
B. to K. B. sq., check. 
K. takes R. 
K. to his B. 2d. 
Q. R. to Q. B. 3d. ch. 



NOTES TO GAME I. 

(a) Inferior to taking P. with P. Cochrane, in his treatise, has 
tlie following remarks on this move : — "I object to tliis move, (i. e., 
3 Black : Q. Kt. takes P.,) not because it can be actually proved to 
entail defeat, but because White, by taking the adverse Knight with 
his King's Knight, and afterwards placing his Q. at her 4th sq., will 
(if the situation of the game be ".onsidered) remain with a much bet- 
ter position than his adversary, hi the first place. White has the 
Q. and his K. P. in the middle of the board, the former of which 
cannot be displaced unless the second player make a feeble move 
viz., Q,. B. P. two sq. Secondly, the power of action, i. e., the num 
bei of squares wliich the pieces of the White command, is in favor 
of the first player ; and lastly, White can castle, and secure his 
^rame sooner than his adversary. There is nothing in Chess so ex- 
ta-emely difficult as the pro\'ing from any weak move of your oppo- 
nent, the absolute loss of a game, more especially when one or tvvu 
aiinor pieces have been exchanged, the great force of the Q. fre- 
quently rendering any determinate calculation next to impossible; 
tlie only method we can have of approaching demonstration, iti to 



?56 CHESS FOR WINTER EVENINGS. 

show that the one player has apparently a more confined game thar< 
his adversary." For modern countermove, see Note (a) Game VII. 
(h) Much better than playing Q. B. to K. Kt. 6th, as, in thai 
case, second player may move his K. Kt. to Q,. B. 3d, and spet;dilj, 
bring his other forces into the field. 

(c) Perhaps this attack is premature. 

(d) This move allovsrs Black to post his K. B. advantageously 
castling would have been better play. 

(e) Mr. Lewis has shown that Edinburgh would have played J. 
in moving Knight to Q,. 6th. 

(/) The doubling of the Pawns is in some respects a disadvan- 
tage ; but it is here more than compensated by the opening given for 
the action of the Ed. pieces. 

(g) This move is made with the view of driving the Lond. B. 
to his Q,. R. 4th sq., where he will be found to remain for a long 
tune very much out of play. 

(h) Lewis, in his edition of these games, remarks that Black 
should have taken the P. at their K. B. 4th, and they then would 
have had the best of the game, adding that it will be seen that the 
cluster of Pawns on the K. side ultimately won the game. De La 
Bourdonnais, who has published these games in his treatise, gives as 
his opinion, that even had Black taken the P., White would still have 
remained with a superior position. 

(i) This move is made for the purpose of still confining the B. 

(fc) This seems to be a lost move ; in fact, it forwards the attack 
meditated by Ed. 

(Z) This attack is rendered nugatory by Ed. advancing K. to K. 
R. 3d, and after being checked with the R., interposing B. 

(m) The following variation proves that playing B. to Q,. 7th 
would have been of no avail. 



White. 


Black. 


37. Q. R. to Q. R. 4th. 

38. Q. R. to K. 4th. 

30. Q. R. to K. 8th, winning. 


36. B to Q. 7th. 

37. B. to K. 6th. 

38. B. to K. Kt. 8th. 


(11) Had Ed. captured Q. R. 


P., they would have lo- 



THE queen's pawn TWO OPENING. 257 

Wliite. Black. 

87. R. Uikes Q. R. P. 37. B to K. 4th sq. 

as. If Ed. play K. Kt. P. one sq., 
Lond. should play R. to Q,. 

B. 7th;butif P. toK. B.4th, 38. Must not take P., becausG 
it would end in a drawn 
game. The proper move ib, 
R. to Q,. B. 6th, check. 

39. P. to K. Kt. 3d. 39. R. to Q. B. 7th. 

40. P. to K. Kt. 5th. 40. R. at K. R. 8th takes B. anJ 

41. K. to K. Kt. 4th. 41. K. R. P. checks. 

42. K. to K. B. 3d. 42. R. to Q. B. 6th, check. 

43. K. to his 4th. 43. R. to K. 7th, mate. 

(o) The move expected by Ed. was Q,. R. P. two sq., which 
aeems by far the best move that Lond. could have played ; although 
t would not have been sufficient to save the game. When Lond. 
played their B. to Q. 7th sq., they must have imagined that Ed. would 
not venture to push their P. to K. Kt. 3d. 

(p) R. to Q. B. 7th, though apparently a good move, would have 
lOst the game by Ed. playing P. to K. Kt. 5th. If Lond. take the 
P., Ed. takes Q. R. P., &c. ; but if, instead of taking the P., Lond. 
take the B., Ed. should play K. to Kt. 4th, having a forced wri. game. 

(q) This is an excellent move, and the remainder of th'. /ime is 
admirably conducted by the Ed. club. 

(r) If Lond. had taken the P., Ed. would have playeii Q,. R. to 
K. 8th, threatening checkmate. 

(s) If Lond. had played R. to Q,. B. 5th, checking, the game 
would have been brought at the 47th move into precisely the same 
situation with that into which it is brought at the 46th move of the 
text game. 

(0 If Lond. had played R. from Q. B. 7th to Q. 7th, they would 
still have lost; and had they checked with B., Ed. would have 
captured it with R., and then have played K. to his B. 6th, v/inning 

(m) This is an important move, though at first sight its impor- 
•ance may not be very obvious. It opens up K. Kt. 6th sq. {tjr R. 
to be played into ; and by keeping Q,. R. still at K. 3d sq., the Lv/nd 
B. is prevented from being played to his Q,. B. 6th, wliich wouV'' 
have proved fatal to the attack made by the Ed. club. 
12 



258 CHESS FOR WINTER EVENINGS. 

(v) If Lond. had played K. R. to Q,. 7th, they would still htivo 
ost tl)e game ; e. g. 

White. Black. 

43. K. R. to Q. 7th. 
50. Q. R. to K. 6th. 60. Q. R. to Q. sq. 

t)l. K. R. to K. R. 7th, check. 61. K. to K. Kt. sq. 

62. Q. R. to K. Kt. 6th, check. 62. K. to K. B. sq. 

63. Q. R. to K. Kt. 7th, and must win. 

And if Rook from K. B. sq. to Q,. sq., the result would have 
been as follows : 

49. R. to Q. sq. 

60. R. from K. 3d to K. 7th. 60. If Black double the Rook, 
he is checkmated in three moves. If he check with the R., WJdte 
interposes R. or P. If B. to Q. B. 6th. 

61. R. to K. Kt. 6th, and Black cannot avoid checkmate. 

(w) Had Lond. played Q,. R. to Q,. sq., they would still have iost. 
(a;) Had Lond. played K. to Kt. sq., they would have lost ; e. g. 
White. Black. 

63. K. to K. Kt. sq. 
54. P. to K. Kt. 6th. 64. B. to K. B. sq., ch. 

65. P. to Kt. 7th. 65. If Lond. play K. to K. B. 2d, 
Ed. takes B. with P., Queening and checking; and on the Q. being 
taken by K., Q,. R. gives checkmate : therefore 

B. takes P., checking. 

66. K. R. takes B., (check,) and Lond. must lose. 

(y) Had Lond. played B. to Q,. B. 6th, Ed. would have played 
P. to Kt. 7th, and afterwards to Queen, giving checkmate. 

(z) Had Ed. checked with R., and afterwards advanced the P. to 
Kt. 7th5 Lond. would have drawn the game. 



GAME II. 

In the same match. Begun by the Ed. Club. 'HOth of Dee., 182-1, 

White (Edinburgh). Black (London). 

1. K. P. two. 1. Same. 

2. K. Kt. to B. M. 2. Q. Kt. to B. Zd. 
.3. Q P. two. 3. K. P. takes P. 

4 K. B. to Q. B. 4ih. 4. K. B. checks, (a) 

5. Q. B. P. one. 5. P. takes P. 



THE queen's PAWiN TWO OPENING. 259 

White. Black. 

6. Castles, (h) 6. Q. P. one. 

7. Q. R. P. one. 7. K. B. to Q. B. 4th, 

8. Q. Kt. P. two. 8. K. B. to Q. Kt. Sd. 

9. Q. to her Kt. 3d. 9. Q. to K. B. 3d. 

10. Q. Kt. takes P. 10. Q. B. to K. 3d. 

11. Q. Kt. to Q. .5th. 11. Q. B. takes Kt. (c) 

12. B. takes B. 12. K. Kt. to K. 2d. (d) 

13. Q. B. to K. Kt. 5th. 13. Q. to K. Kt. 3d. 

14. Q. B. takes K. Kt. 14. K. takes Q,. B. 

15. Q. R. P. one. 15. Q. R. P. two. 

16. Q. Kt. P. one. 16. Q. R. to Q. Kt. sq 

17. Kt. to K. R. 4th. (e) 17. Q. to K. B. 3d. 

18. Kt. to K. B. .5th, check. 18. K. to his B. sq. 

19. Q. R. to Q. B. sq. (/) 19. Kt. to K. 4th. 

20. K. to his R. sq. 20. K. R. P. two. 

21. K. Kt. P. one. (g) 21. K. Kt. P. one. 

22. Kt. to K. R. 4th. 22. Kt. to K. Kt. 5th. 

23. K. R. P. one. 23. K. Kt. P. one. 

24. Kt. to K. B. 3d. (h) 24. Q. B. P. one. 

25. B. to Q. B. 4th. 25. K. R. to his 2d. 

26. K. to his Kt. 2d. 26. K. to his Kt. 2d. 

27. B. to K. 2d. (i) 27. Kt. to K. 4th. 

28. Kt. takes K. Kt. P. . 28. Q. takes Kt. 

29. K. B. P. two. 29. Q. toK. Kt. 3d. 

30. K. B. P. takes Kt. 30. Q. takes K. P., check. 

31. B. to K. B. 3d. 31. Q. to K. 6th. 

32. Q. to Q. Kt. sq. 32. K. to his R. sq. 

33. Q. R. to K. sq. 33. Q. to K. Kt. 4th. 

34. K. R. P. one. 34. Q. to K. Kt. 2d. 

35. B. to K. 4th. 35. K. R. to his 3d. 

36. K. R. to K. B. 5th. 36. Q. P. takes P. 

37. K. R. to K. Kt. 5th. 37. Q. to K. B. sq. 

38. Q. to her B. sq. 38. B. to Q. sq. (k) 

39. K. R. takes P. atK. 5th. 39. B. to K. B. 3d. 

40. K. R. to K. B. 5th. 40. Q. R. to K. sq. 

41. Q. Kt. P. takes Q. B. P. 41. Q. Kt. P. takes P. 

42. K. R. takes Q. R. P. 42. K. to K. Kt. 2d. (/) 

43. K. R. to Q. B. 5th. 43. Q. R. to K. 3d. 

44. Q. to Q. B. 4th. 44. Q. to K. 2d. 

45. Q. R. to K. 3d. (m) 45. Q. to Q. R. 2d. 



^60 



CHESS FOR WINTER EVENINGS. 



White. 

46. R. to K. 2d. 

47. Q. R. P. one. 

48. B. toK. B. 3d. (n) 

49. K. R. to K. Kt. 5th, ch. 

50. Q. takes P. at Q. B. 6th. 

51. R. takes R., check, (o) 
.52. Q. to Q. Kt. 6th. 

.53. R. to Q. B. 2d. 

54. B. to Q. B. 6th. 

55. K. to his R. 2d. 

56. Q. to Q. R. 7th, check. 

57. B. to K. B. .3d. 

58. Q. to K. B. 7th. (r) 

59. R. takes R. 

60. K. to his R. 3d. 

61. B. to K. Kt. 2d. (u) 

62. Q. to K. B. 4th, check. 

63. B. to K. 4th. 

64. B. toQ. 3d. 

65. B. to Q. B. 4th. 

66. Q. R. P. one. 

67. Q. to K. 4th. 

68. Q. to K. B. 4th. 

69. K. to K. Kt. 2d. 

70. B. to Q. 3d. 

71 . K. to R. 2d. 

72. K. to his R. 3d. 
?3. Q. to K. 4th. 

74. Q. to Q. 5th. 

75. B. to Q. B. 4th. 

76. Q. to^K. Kt. 8th, check. 

77. B. to Q. 3d. 

78. B. to K. 4th. 

79. Q. to her B. 8th. 

80. Q. to her 7th, check. 

81. B. to K. Kt. 2d. 

82. Q. to her Kt. 5th. 

83. B. to K. 4th. ■ 

84. Q. to her 3d. 

85. K. to R. 2d. 



JBlack. 

46. R. to Q. 3d. 

47. R. to Q. 8th. 

48. B. to Q. 5th. 

49. R. to K. Kt. 3d. 

50. B. to K. B. 3d. 

51. P. takes R. 

52. Q. to K. B. 2d. (p) 

53. R. to Q. 2d. 

54. Q, to K. 3d. (q) 

55. R. to Q. .5th. 

56. K. to his R. 3d. 

57. Q. to K. 6th. 

58. R. to Q. 7th, check. (5) 

59. Q. takes R., check. 

60. Q. to K. B. 7th. (t) 

61. B. to Q. 5th. 

62. K. to his Kt. 2d. (v) 

63. B. to Q. R. 2d. 

64. B. to Q. 5th. 

65. K. to his R. 2d. 

66. K. to his Kt. 2d. 

67. Q. to K. B. 3d. 

68. B. to Q. Kt. 3d. 

69. Bishop to Q. 5th. 

70. B. to Q. R. 2d. 

71. Q. toQ. Kt. 7th, oh»-ol' 

72. Q. to K. B. 3d. 

73. B. to Q. 5th. 

74. B. toQ. R. 2d. 

75. B. to Q. 5th. 

76. K. to R. 3d. 

77. B. to Q. R. 2d. ■ 

78. B. toQ. 5th. 

79. K. to his Kt. 2d. 

80. K. to R. 3d. 

81. Q. to K. B. 7th. 

82. K. to his Kt. 2d. 

83. Q. to K. B. 3d. 

84. Q. to K. 3d, check. 

85. Q. to her R. 7th, cheol< 



THE queen's pawn TWO OPENING. 261 





WJiile. 


Black. 


86. 


B. to K. Kt. 2d. 


86, Q. to K. B. 7th. 


87. 


K. to his R. 3d. 


87. Q. to K. B. 3d. 


88. 


B. to K. B. 3d. 


88. Q. to K. 3d, check. 


89. 


K. to his R. 2d. 


89. Q. to K. 6th. 


90. 


Q. to her sq. 


90. Q. to K. B. 7th, check, 


91. 


B. to K. Kt. 2d. 


91. B. toK. 4th. 


92. 


Q. to her 3d. {x} 


92. Q. to her 5th. ' 


93. 


Q. to K. 4th. 


93. Q. takes Q. 


94. 


B. takes Q. 


94. B. to Q. Kt. sq. 


95. 


K. to his Kt. 2d. 


95. K. to K. B. 3d. 


96. 


K. to his B. 3d. 


96. B. to Q. R. 2d. 


97. 


B. to Q. B. 6th. 


97. B. to Q. Kt. 3d. 


98. 


B. to K. 8th. 


98. B. to Q. R. 2d. 


99. 


K. to his 4th. 


99. B. to Q. Kt. 3d. 
Drawn game. 



NOTES TO GAME II. 

(a) This ^lieck is dangerous, but not really unsound, says 
Walker. In the Palamede, Vol. I., 2d Series, p. 120, St. Amant ig 
far from deprecaling it ; while the Ed. Committee have stated in 
their report, tliat " all the difficulties of the London side may, it is 
thought, be traced back to it." 

(b) The correct move : wliich should have been answered with 

6, P. to Q. B. 7th (best). 

7. Q. takes P. 7. Q. P. one. 

8. Q. R. P. one. 8. K. B. to Q. B. 4th. 

9. Q. Kt. P. two. 9. K. B. to Q,. Kt. 3d.— If Black 
move K. B. to Q. 5th, you take it, and play Q,. to Q. B. 3d. If he 
now move Q,. Kt. to Q. 5th, you take it, and then play B. takes P., 
checking. 

10. Q. B. to Q. Kt. 2d. 10. K. Kt. to B. 3d. 

The game may be termed even, Wliite's superiority in position being 
worth about the extra P. 

Cochrane has invented a pleasing variation at move 6th of first 
player, namely : Capturing P. with P. instead of castling. See 
Came TV. 

(c) A necessary move. The Lond. game would have been com 
pletel}' broken up had thej' removed Q. 



262 CHESS POR WINTER EVENINGS. 

(d) If Lond. take Q. R., B. attacks her at Q. Kt. 2d, And \viri6 
her for two R. — Although abstractly the value of a Q,. is less than 
that of two R., yet, in the particular situation of this game, they could 
not have safely given up their Q. for the two R. 

(e) Ed. cannot take Kt. without at least losing the B. in return. 
(/) It would still be bad play to capture the Kt., at this point, 

vwith Q. Kt. P. ; e. g. 

19. Q. Kt. P. takes Kt. 19. P. takes P. 

20. Q. R. to Q. Kt. sq. 20. Analysis has proved that if 
Black take K. B. P. and afterwards Q,., he loses the game (see A.) ; 
therefore P. takes K. B. 

21. Q,. takes P. 21. K. Kt. P. one. 

22. Kt. to K. 3d sq. 22. K. to K. Kt. 2d sq., and 

Lond. has the best of the game 
(A.) 

20. K. B. takes K. B. P., 
(check.) 
21. K. R. takes K. B. 21. R. takes Q. 

■ 22. R. takes R. 22. Q,. to her sq. 

23. K. R. to Q. Kt. 2d. 23. Must inevitably lose ; for if 
you move K. to his sq., he will take the P. at Q. B. 3d, checking, 
and afterwards play R. to your Q. Kt. sq. If you play Q. to K. sq., 
he will attack her with the R. If you play 

P. takes K. B. 

24. R. to Q. Kt. 8th, 24. K. or Q. to K. sq. 

25. R. takes Q. 25. K. takes R. 

26. R. to Q,. Kt. 8th, checks and wins easily. 

(g) This move serves three purposes : Istly, It prevents the fur- 
ther advance of the adverse K. R. P. ; 2dly, It secures a place of 
retreat (K. R. 4th sq.) for the Kt. ; and, 3dly, It provides an addi- 
tional sq. (K. Kt. 2d sq.) for the K. to go into if necessary. 

(h) It would have been bad play to have taken Kt. with K . R. 
P. ; e. g. 



24. P. takes Kt. 




24. P. takes P. 


25. K. to K. Kt. 2d. 




25. P. takes Kt. 


26. P. takes P. 




26. Q. takes P. 


27. Q. to K. Kt. 3d. 




27. Q. to K. R. 6th, check. 


28. Q. takes Q. 




28. P. takes Q., check. 


29. K. to K. R. 2d sq. 


Black 


ought to win. 



(t) From the subjoined variation, it is evident Ed. would ha vc 
trml, !:nd they taken Kt with K. R. P. 



THE queen's pawn TWO OPENING. 263 

27. p. takes P. 

28. K. R. takes Kt., clieck. 

29. Q. to K. R. 3d, check. 

30. Q. R. to K. R. sq., and wina 

(A.) 

28. K. R. to K. R. 7th, check. 

29. Q. to K. R. 3d, check. 

30. Q. to K. R. 6th, check. 

31. Q. takes K. Kt. P., check, 

32. R. to K. R. sq., checkmate 

(k) B. to Q. 5th would perhaps have been stronger play. If on 
this move Black offer to exchange Queens by playing Q. to Q,. B. 
4th, Whit/) repUes with R. to K. Kt. 8th, checking, and must win. 

(0 By supporting R, with K., Lend, threatens to play Q. to her 
Kt. 5th, attacking both R. and B. 

(m) This move is necessary to prevent Lond. from taking K. R 
P. with their B. while supported by Q., by which they would have 
DPen enabled to make an even game. Suppose White to play 



27. 


K. 


R. P. takes Kt. 


28. 


Kt 


. to K. R. 


2d or (A), 


29. 


K. 


takes R. 




3U. 


K. 


to his Kt. 


sq. 


28. 


Kt. to Q. 2d. 




29. 


K. 


takes R. 




30. 


K. 


to liis Kt. 


2d. 


31. 


K. 


to his Kt. 


sq. 


32 


K. 


to R. sq. 





45. 


Q. R. P. one. 


45. B. takes K. R. P. 


46. 


K. Kt. P. takes B. 


46. Q. takes K. Kt. P. 


47. 


Q. to Q. B. 3d, check. 


47. K. to K. B. sq. 


48. 


K. R. to Q,. B. 4th. 


48. K. R. to K. Kt. 3d sq., checL 


49. 


B. takes R. 


49. R. takes B., check. 


60. 


K. to K. B. sq. 


50. Q. to K. R. 8th, check. 


61. 


K. to K. 2d. 


51. R. to K. 3d sq., check. 


62. 


K. to Q. sq. 


62. R takes R., check. 


63. 


Q. takes R. 


53. Q. to Q. 4th, check. 


64. 


Q. to Q. 2d sq. 


54. Q. takes R. 

Lond. has at least an equal game. 



(n) Lewis has shown that if instead, White take Q,. B. P. with 
R., Black checks with Q. at K. Kt. 8th, and draws the game. 

(o) Ed. would have materially improved their position by plajring 
here Q. to her Kt. 6th. 

(p) It would be bad play to exchange Queens. 

(q) A saving move. It is obvious, that if B. take R., London 
v«ruuld check with Q. at K. 5th, and then capture R. 

(r) R. to Q. B. 7th, threatening mate would lose the game 
Tills tne student will easily discover. 

(s) Had the London players taken B. with Q., they would have 
IogL Thus : 



264 CHESS FOR WINTER EVENINGS. 

58. Q. takes B. 
69. Q. to K. B. 8th, check. 59. To avoid being mated \dtJi 
R., Bishop must interpose. 
60. Q. tal.es Q., winning easily. 

(0 From this position, says Lewis in Ms report, the game is 
decidedly dr? wn, and without much difficulty. Black must, however, 
he careful not to exchange Queens so as to separate either his own 
or the adversary's Pawns : the Q,. and B. will easily prevent the 
advance of Q,. R. P. to Queen ; and though after the exchange of 
Queens, White may win the B. for the Q. R. P., yet the game will 
still be drawn, as Black will always be able to exchange his two 
Pawns for at least the adversary's Kt. P. ; and as a King's B. 
and K. R. P. cannot win against a K., the game is of course drawn. 
For illustration of the latter principle, see note (s) p. 250. 

(u) If Ed. had taken B. with Q., Lond. would have forced a 
drawn game, by giving alternate checks with their Q. at K. B. 8th 
and 7th squares, Ed. not being able to interpose B. without losing 
Queen. 

(i;) If Lond. exchange Queens at this point, they lose the game. 

(x) If at this point Ed. check with Q. at her 7th sq., and after- 
wards move her to K. R. 3d, they lose the game. 





GAME III. 


!ntl 


e same match. Begun by the London Club, 28th of April, 182i. 




White (London). 


Black (Edinburgh). 


J. 


K. P. two. 


1. Same. 


2. 


K. Kt. to B. M. 


2. Q. Kt. to B. Zd. 


3. 


Q. P. two. 


3. K. P. takes P. 


4. 


K. B. to Q. B. Ath. 


4. K. B. to Q. B. 4ih. 


5. 


Q. B. P. one. 


5. Q. to K. 2d. (a) 


6. 


Castles. 


6. P. takes P. (b) 


7. 


Q. Kt. takes P. 


7. Q. P. one. 


8. 


Q. Kt. to Q. 5th. 


8. Q. to her 2d. (c) 


9. 


Q. Kt. P. two. (d) 


9. Q. Kt. takes P. 


10. 


Q. Kt. takes Kt. 


10. K. B. takes Kt. 


11. 


K. Kt. to K. Kt. 5th. 


11. K. Kt. toK. R. 3d 


12. 


Q. B. to Q. Kt. 2d. 


12. K. to K. B. sq. (e) 


la. 


Q. to her Kt. 3d 


13. Q. to K. 2d. (/) 



THE QUEEN S PAWN TWO OPENING. 2(0^ 

White. ■ Black. ■ 

14. K. Kt. takes K. B. P. 14. K. Kt. takes Kl. 

15. Q. takes K. B. 15. K. Kt. to K. 4th. (g) 

16. K. B. P. two. 16. Kt. takes K. B. 

17. Q. takes Kt. 17. Q. to K. B. 2d. 

I* Q. to her B. 3d. 18. Q. B. to K. 3d. (h) 

19. K. B. P. one. (i) 19. Q. B. to his 5th. (k) 

20. K. R. to K. B. 4th. 20. Q. Kt. P. two. (/; 

21. K. P. one. 21. P. takes P. 

22. Q. takes P. 22. K. R. P. one. 

23. Q. R. to K. sq. 23. K. R. to K. R. 2d. 

24. K. B. P. one. (m) 24. K. Kt. P. two. 

25. K. R. to K. B. 5th. (?i) 25. Q. R. P. two. (o) 

26. Q.. to her B. 5th, ch. (p) 26. K. to his Kt. sq. 

27. K. R. takes P., ch. (q) 27. P. takes R. 

28. Q. takes P., check. 28. K. toB. sq. (r) 

29. B. to Q. 4th. 29. B. to K. 3d. 

30. Q. to her B. 5th, check. 30. K. to his Kt. sq. 

31. Q. to K. Kt. 5th, check. 31. K. to B. sq. (s) 

32. B. cliecks. 32. K. to his sq. 

33. Q. to her 5th. 33. Q. R. to his 3d. 

34. Q. to her Kt. 7th. 34. Q. to K. R. 4th. 

35. K. B. P. one, check, (t) 35. K. takes P. 

36. R. to K. B. sq., clieck. 36. K. to his Kt. 3d. 

37. Q. to K. 4th, check. 37. B. interposes. 

38. Q. to K. 8th, check. 38. R. to K. B. 2d. 

39. Q. to K. Kt. 8th, ch. 39. K. to his B. 3d. 

40. K. Kt. P. two. 40. Q. R. to his sq. (u) 

41. Q. takes Q. R 41. Q. takes K. Kt. P.. ch«cli 

42. K. to his R. sq. (y) 42. R. to Q. 2d. 

43. B. to Q. R. 3d. 43. K. to his B. 2d. 

44. Q. to Q. B. 6th. (x) 44. R. to Q. 8th. 

45. Q. takes Q. Kt. P. (y) 45. Q. to K. .5th, check. 

46. K. to his Kt. sq. 46. K. to his Kt. 3d. 

47. Q. to her Kt. 2d. (z) 47. Q. to K. Kt. 5th, ch. (aa) 

48. Q. to K. Kt. 2d. 48. Q. takes Q., check. 

49. K. takes Q. 49. B. to K. R. 6th, check. 

50. K. takes B. 50. R. takes R. 

51. B. to K. 7th. 51. Q. R. P. one. 
62. Q. R. P. one. 52. R. to K. B. 4th. 

And London surrendered. 



2t)f) CHESS FOR WINTER EVENINGS. 

NOTES TO GABIE III. 

(a) This is a very objectionable move, and continued fur a loijg 
time to embarrass the play of the Ed. Club. At this point the books 
have generally advised Q. P. to Q,. 6th, as best for second player ; 
modem analysis has shown that Black can now equaUze the game 
b\- resolving the position into a well known variation of the Giuoco 
Piano. (See leading moves, p. 253.) 

(b) Also an objectionable move, inasmuch as it enabled the Lon- 
don Club to bring their Q,. Kt. at once into powerful action. P. to Q. 
6th would have been better play. 

(o) The Q,. played to this sq. blocks up the Q. B. It is doubtful, 
however, whether Ed. had a better move. 

(d) Well played. Lond. sacrifices a second P. to give more de- 
velopment to their attack. 

(e) Evidently preferable to K. B. P. one. Had Ed. castled, 
Lond. would have played Q. to her 4th sq., forcing mate in a few 
moves. 

(/) Better than defending K. B., or playing it to Q. R. 4th, or to 
Q. B. 4th. 

{g) Ed. would have played ill in taking K. P. ; Lond. would have 
replied vdth Q. R. to K. sq., then to K. 3d, with the view to play it 
afterwards, either to K. B. 3d or to K. Kt. 3d. 

Qi) The B. is played into this sq. preparatoiy to being moved to 
Q B. 5th, w^here he will be found to be very useful. 

(x) It would also have been good play to have advanced the K. P, 

(k) Had Ed. captured Q,. R. P., they would have lost a piece. 
Very little reflection will enable the student to discover this. 

(Z) Ed. is compelled either to remove or defend B.,Lond. threat- 
ening to advance K. P. one sq., attacking B. with R. 

(m) At 1: lis point of the game the Lond. players seem to have 
overlooked the full strength of their position. Instead of advancing 
P. they should have played : 

24. Q. to her B. 5th, check. 24. K. to his Kt. sq. 

25. Q. R. to K. 7th. 25. Q. to her 4th. 

26. R. takes B., and has a win- 
ning position. 

(n) Still Lond. must have won by checking with Q. at her B- 
5iii. 



THE QUEEN S PAWN TWO OPENING. 267 

(o) An important and indeed a saving move, inasmuch as it ena- 
bled Ed. to bring Q,. R. into eifective play, wliile preventing danger 
(jom the threatened check of adverse B., and defeating the plan 
which Lond. adopted of exchanging their R. for the Pawns on the 
K. side after the check with Q,. 

(p) Mr. Lewis is of opinion tlaat Lone, should have moved B. to 
Q,. 4th. It may be doubted, says the Ed. report, whether this move 
would have enabled the Lond. Club to do more than draw the game. 

{q) In a note on this move, Mr. Lewis remarks — " It may seem 
unaccountable to the reader how the committee on the part of the 
Lond. Club, could have committed so great an error as sacrificing the 
Rook." — He then states that discovering their error soon aftei having 
mailed tlieir letter containing the 27th move, the Lond. committee 
made an unsuccessful effort to obtain its release, and wer ? in conse- 
quence compelled to abide by the move forwarded, in accordance with 
the terms of the match. In an Appendix accompanying the Report 
of the Ed. Committee, we find the following comment on this move 
— " Even supposing that the Lond. Club had been allowed to retracl 
their 27th and 28th moves, it is denied that they could have won the 
game. They could have done nothing better than draw the game ; 
and this they had it in their power to do, with more certainty and 
greater elegance, by adhering to their 27th move, than by adopting 
any other. De La Bourdonnais has inserted this game in his trea- 
tise, and asserts that Lond. would now have had a fine game by 
playing Q,. R. to li. 7th, attacking Q,. 

(r) On tills move De La Bourdonnais remarks, that had Ed. 
played K. to E,. sq., Lond. would have won by playing Q. R. to K. 
7th. 

(s) In their letter tra nsmitting this move, the Ed. players added, 
that should Lond. play for their 32d move, Q,. to Q. B. 6th, checking, 
Ed. would in answer, play K. to K. Kt. sq. — This was done in the 
expectation that Lond. would declare the game drawn. After the 
sacrifice of the R. it is surprising the Lond. players did not avail 
Siemselves of the present opportunity to draw the game. 

(0 Lewis and De La Bourdonnais after him have said, that by 
taking Q,. E,. A'ith Q,., Lond. might have drawn the game. The Ed 
players doubt this, and in proof give a back game with variations. 



208 CHESS FOR WINTER EVENINGS. 

(n) A masterly " Coup de ressouree." Any other move wo ad 
nave lost the game. 

(v) Interposing Q. or playing K. to B. 2d. would have proved 
fatal. 

(x) Lond. could not check with Q. at K. B. 8th, without losing, 

■' S ■ 

44. Q. to K. B. 8th, check. 44. K. to K. Kt. 3d. 

45. Q,. to K. Kt. 8th, check. 45, R. interposes. 

46. Q. to K. 8th, check. 46. K. to K. R. 2d sq., and Lond. 

cannol avoid checkmate. 

(y) Had Lond. taken Q,. B. P., they would have lost in a few 
aioves. 

(z) Had Lond. taken R. with R. they would have been mated 
in 4 moves, e. g : 

47. R. takes R. 47. Q. to K. 6th, check. 

48. K. to K. Kt. 2d. 48. B. to K. R. 6th, check. 

49. K. to K. R. sq. 49. Q. to K. B. 6th, check. 

50. K. to K. Kt. sq. 60. Q,. mates. 

(aa) This and the next four moves were all transmitted in one 
letter, the moves of the Lond. club, to which they were the answers 
respectively, having been assumed by the Ed. committee. 

Note. — This match consisting of the best in three games, (exclu- 
sive of drawn games,) and the stake to be played for, a cup of the 
value of twenty-five guineas, was won by the Scotch club. Five 
games were played in all two being drawn, and of the remaining 
three, Ed. vanning two. 

The Q,. P. Two Opening, since much analyzed, had been but 
little treated of by writers on Chess, and was but imperfectly known 
when brought into notice by its adoption in this match. The games 
we select, although at the present day they would not be deemed 
models of the Opening under consideration, contain, nevertheless, 
many scientific and masterly moves, and being accompanied with 
more copious notes than in any previous wcrk on Chess, (excepting 
Mie reports of the respective committees,) they will be found highly 
mstructive. The first game may be particularly recommended to 
tlie amateur as an excellent subject for study. The dates indicate 
we have not given the games in the order they were played ; oiir 
first being in reality the fifth and deciding game in the match. 



THE QUEEN S PAWN TWO OPENING. 



269 



GAME IV. 



Between Cochrane and Popert. Flayed 
London. 
White (Cochrane). 

1. K. P. two. 1. 

2. K. Kt. to B. Sd. 2. 

3. Q. P. two. 3. 

4. K. B. to Q. B. Uh. 4. 

5. Q. B. P. one. 5. 

6. P. takes P. {a) 6. 

7. K. P. one. 

8. Q. toQ. Kt. 3d. . 8. 

9. Castles. 9. 

10. Q. B. to R. 3d. (c) 10. 

11. Q. Kt.toQ. 2d. 11. 

12. K. Kt. takes K. P. 12. 

13. Q. to Kt. .5th, check. 13. 

14. K. R. to K. sq., check. 14. 

15. B. takes B. 15. 

16. Q. takes Q. Kt. P. 16. 

17. Q. takes Kt., check. 17. 

18. Kt. to K. 4th. 18. 

19. Kt. to K. Kt. 5th, check. 19. 

20. Q. takes K. P., checks 
and wins. 



in the St. George's Chess-Clitb^ 

Black (Popert). 
K. P. two. 
Q. Kt. to B. 2d. 
P. takes P. 
K. B. checks. 

5. P. takes P. 

6. B. to Q. R. 4th (best). 

7. Q. P. one. (b) 

8. Q. to K. 2d. 

9. Q. P. takes P. 
Q. to K. B. 3d. 
Q. B. to K. B. 4th. 
Q. Kt. takes Kt. 
Q. Kt. to Q. B. 3d. 
Q. B. to K. 3d. 
K. B. P. takes B. 
R. to Q. sq. 
K. to B. 2d. 
Kt. to K. 2d. 
Q. takes Kt. 



NOTES TO GABIE IV. 

(a) This move constituting Cochrane's variation has been ana- 
lyzed at great length in the Palamede by St. Amant. The result 
proves it to be more brilliant than sound. 

(b) A weak move. At this poiut Jaerjsch advises K. Kt. to K. 
2d. St. Amant prefers Q,. P. 2 sq. See next game. 

(c) Stronger than Q. B. to K. Kt. 5th. 



GAME V. 

Beitceen Perigal and Sanieh Played in the London Chess-Clvh. 

White (Daniels). Black (Perigal). 

1. K. P. two. 1. K. P. two. 

2. K. Kt to B. 3d. 2. Q. Kt. to B. M. 



270 CHESS FOR WINTER EVENINGS. 

White. Black. 

3. Q. P. two. 3. P. takes P. 

4. K. B. to Q. B. m. 4. K. B. checks. 

5. K. B. P. one. 5. P. takes P. 

6. P. takes P. 6. B. to Q. R. 4tli (beiit\ 

7. K. P. one. 7. Q. P. two. 

8. K. P. takes P., en pas- 

, sunt, (a) 8. Q. takes P. 

9. Q. to her Kt. 3d. 9. Q. B. to K. 3d. 

10. Castles. 10. B. takes B. 

11. Q. takes B. 11. K. Kt. to K. 2d. 

12. R. to K. sq. ■ 12. Gastleson K. sido 

13. B. to Q. R. 3d. 13. Q. to K. B. 3d. 

14. Q. Kt. toQ. 2d. 14. K. R. to K. sq. 

15. Q. Kt. to K. 4th. 15. Q. to K. Kt. 3d. 

16. Q. R. to Q. sq. 16. Q. R. to Q. sq. 

17. Q. Kt. to K. Kt. 5th. 17. R. takes R. 

18. R. takes R. IS. K. Kt. to K. B. 4th. 

19. R. to Q. 7th. 19. K. Kt. to K. "R. 3d. 

20. K. R. P. one. 20. B. to Q. Kt. 3d. 

21. Q. to her 5th. 21. Q. to K. B. 3d. 

22. Q. B. P. one. 22. Q. K. to K. 4th. 

23. Kt. takes Kt. 

And Black gave mate in 6 moves, (h) 



NOTES TO GAME V. 

(a) Should you now play K. B. to K. Kt. 6th, attacking Q,., ne 
moves K. Kt. to K. 2d, and if you then pin Q. Kt. with K B., ho 
-eplies with Q. B. to Q. 2d. If 

8. Q. takes P. 8. Q. takes Q. 

9. K. B. takes Q. 9. K. Kt. to K. 2d. 

10. K. B. takes Kt., check. 10. Kt. takes K. B. 

11. Q. B. to K. B. 4th. 11. Castles. 

12. Castles. 12. K. R. toK. sq. 

1 3. K. R. P. one.— Even. 

(h) Easy of solution as the student will readily discover 



THE QUEEN S PAWN TWO OPENING. 



271 



Black (New- York). 

1. Thesavie. 

2. Q. Kt. to Q. B. M. 



GAME VI. 

Tn. cujri\^2'ondence between the Washington and New-York Chess-Cluhi 

Flayed in the year 1839. 

(Hitherto unpublished.) 

White (Washington). 

K. P. ttoo. 

K. Kt. to K. B. 3d. 

Q. P. two. 

K. B. to Q. B. 4ih. 

Castles. 

Q. B. P. one. 

K. Kt. to K. Kt. 5th. (h) 

K. B. to Q. Kt. 5th, ch. 

K. B. P. two. 

K. B. to Q. B. 4th. 

K. P. one. 



B. takes P. at Q. 3d. 

P. retakes. 

K. Kt. to K. 4th. 

Q. B. to K. B. 4th. 

Q. to K. B. 3d. 

K. to K. R. sq. 

Q. Kt. to Q. 2d. 

Q. Kt. to Q. B. 4th. 

B. takes B. 

B. takes Kt. (c) 

B. takes K. B. P. 

Q. Kt. P. two. 

B. checks. 

Kt. to K. B. 6th. 

Q. R. P. two. 

Q. R. P. one. 

Q. to K. 3d. 

Q. takes K. Kt. P. 

Q. to K. Kt. 7th. 



3. P. takes P. 

4. Q. to K. B. 3d. (a) 

5. Q. P. one. 

6. P. to Q. 6th. 

7. Q. Kt. to K. 4th. 

8. Q. B. P. one. 

9. Q. Kt. to K. Kt. 5th. 

10. Q. Kt. to K. R. 3d. 

11. Q. home. 

12. Q. P. takes K. P. 

13. K. B. to K. 2d. 

14. Q. Kt. to K. Kt. 5th. 

15. K. R. P. two. 

16. Q. to Q. Kt. 3d, check. 

17. Q. B. to K. 3d. 

18. Castles. 

19. B. takes Kt. 

20. K. Kt. to K. R. 3d. 

21. Q. Kt. takes B. 

22. K. R. P. one. 

23. K. Kt. P. two. 

24. K. to Q. Kt. sq. 

25. K. to R. sq. 

26. Q. R. to Q. 7th. 

27. Q. to Q. Kt. 4th. 

28. Q. R. to K. 7th. 

29. Q. takes K. P. 

30. K. R.toK. Kt.sq. 



Q. takes B. (d) 

And New- York gave mate in four moves. 



NOTES TO GAME VJ. 

(a) The N. Y. players adopt Lere a defence invented by McDon- 
ncl, and considered sound both by that celebrated player a.nd Ids? 



272 CHESS FOR WINTER EVENINGS. 

scientific competitor De La Bourdonnais. Modern analysis has 
pronounced it dangerous, and inferior to replying with K. B. to Q,. 
B. 4th. — Walker, m Ms Art of Chess-Play, analyzes this move an 
follows : 

4. Q. to K. B. 3d. 

5. Castles. 

First Defence. 

5. Q. P. one. 

6. If you move Q,. to Q. 3d, he must not play Q. Kt. to K. 4th, 
but rather Q,. B. to Kt. 5th, and has a good defence. 

Q. B. P. one. 6. P. to Q. 6th (best). If he 

take P. with P., he allows you to bring out Q,. Kt. with a good 

7. Q. takes P. 7. Q. to K. Kt. 3d. 

8. Q,. B. to K. B. 4th. 8. K. B. to K. 2d. 

9. Q. Kt. to Q. 2d. 9. K. Kt. to R. 3d. 
10. Q. R. to K. sq. 10. Castles. 

The game is so far in your favor, that Black is rather crcwded ; but 
no further disadvantage can be proved. Black's defence seems more 
simple and easy to follow, if he play K. B. to Q,. B. 4th at move 4th. 

Second Defence. 

5. K. B. to Cl. B. 4th. 

6. Q. B. P. 1 (best).— If you advance K. P., he moves Q. to K 
B.4th. 

6. P. to Q,. 6th (best).— If P. 
takes P., you retake v/ith Q,. Kt. If he play Q. P. one, you move 
K. B. to Q. Kt. 6tli. If he move Q. Kt. to K. 4th, you change 
Knights, and at once push K. B. P. two. 

7. Q,. takes P. You have the better position, his men being 
crowded. 

(b) This and White's subsequent move seem premature. 

(c) If Washington now attack Kt. with K. R. P., New-York 
plays K. Kt. to K. B. 4th, and Washington cannot take Kt. vidthout 
losing Q. 

(d) Washington cannot take the proffered Bishop without losing 
the game. One would naturally expect to find games by correspond- 
ence exempt from flaws of this kind. As in the case of London 
ugainst Edinburgh (see Game III., note (q), p. 267,) the Washington 
players discovered their error very soon after transmitting their 
move, but were too late to retract. 



THE QUEEN S PAWN TWO OPENING. 273 





G. 


A.ME VII. 




(From Walker's Thousand Games actually played.) 




White. 




Black. 


1. 


K. P. two. 


1. 


The same. 


2, 


K. Kt. to B. 2d. 


2. 


Q. Kt. to B. 2d. 


3. 


Q. P. two. 


3. 


P. takes P. . 


4. 


K. Kt. takes P. {a) 


4. 


Q. to K. R. 5th. 


5. 


Q. to Q. 3d. 


5. 


K. B. to Q. B. 4th. {b) 


G. 


Q. B. to K. 3d. 


6. 


Q. Kt. to K. 4th. 


7. 


Q. to Q. B. 3d. 


7. 


Q. P. one. 


8. 


K. B. to Q. 3d. 


8. 


K. Kt. to B. 3d. 


9. 


Q. Kt. to Q. 2d. 


9. 


Q. B. to K. Kt. 5th. 


10. 


K. Kt. P. one. 


10. 


Q. to K. R. 4th. 


11. 


K. Kt. to Q. Kt. 5th. 


11. 


Castles on K.'s side. 


12. 


B. takes B. 


12. 


Kt. to K. B. 6th, check, 


13. 


Q. Kt. takes Kt. 


13. 


B. takes Q. Kt. 


14. 


Q. B. takes Q. P. 


14. 


Q. B. P. takes B 


15. 


K. R. to B. sq. 


15. 


Q. takes K. R. P. 


16. 


Kt. takes Q. P. 


16. 


Q. R. toQ. sq. 


17. 


K. P. one. 


17. 


Q. R. takes Kt. 


18. 


P. takes R. 


18. 


Rook checks. 


19. 


K. to Q. 2d. 


19. 


Queen mates. 



NOTES TO GAME VII. 

(a) It is natural to suppose that in reply you should take P. witli 
Kt., which was in effect the continuation frequently played. Pursu- 
ing it, 

4. Kt. takes Kt. 

5. Q. takes Kt.. &c. 
Recently, however, it has been discovered that taking P. with Kt. 
loses first player at least the move. Black replying as in the present 
game with Q. to K. R. 6th, a move invented by Mr. Pulling, of the 
London Chess Club, and first noticed in Walker's treatise, Ed. 1841. 
The following analysis is from his more recent publication, " Tlie 
Art of Chess-Play." 

White. Black. 

1. K. P. two. 1. The same. 

2. K. Kt. to B. 3d. 2. Q. Kt. to B. 3d. 
a. Q. P. two. 3. P takes P. 



274 CHESS FOB WINTEK EVENINGS. 

4. Kt. takes P. (bad). Black may answer with K. B. to Q. B 
4th, and on your then playing Kt. to K. B. 5th ; or taking Q, Kt. with 
Kt., may move Q,. to K. B. 3d. Or he may get the better game by 
moving as follows : 

4. Q. to K. R. 5th (PuUing's 

move.) 

5. If you take Kt., he takes P., checking, and then Q. taKes Kt. 

First Defence. 

5. Q. Kt. to B. 3d. 5. K. B. to Q. Kt. 5th. 

6. Q. to her 3d. 6. B. takes Kt., check (best). 

7. P. takes B. 7. K. Kt. to B. 3d. 

Black has the advantage. 

Second Defence. 

5. Q.. to Q. 3d. 5. Q. Kt. to K. 4th.— This move 
is ad\dsed as best by .Taenisch. Von Der Lasa and Lewis prefer K. 

Kt. to B. 3d ; see variation. 

6. If you now play Q,. to K. 3d, he does not play, as taught by 
Lewis, K. Kt. to B. 3d, but rather K. B. to Q. B. 4th, as suggested 
by Jaenisch. 

Q. to K. 2d (best). 6. K. Kt. to B. 3d. 

7. Q. Kt. to Q. 2d. 7. K. B. to Q,. B. 4th. 

8. K. Kt. to K. B. 5th. 8. Q. to K. Kt. 5th. 

9. K. B. P one. 9. Q. to K. Kt. 3d. 

Black has the better game. 

Variation from Second Defence. 

5. K. Kt. to B. 3d. 
In the first place. 



• 6. Q. Kt. to B. 3d. 

7. Q. B. to Q,. 2d. 

8. B takes B. 


6. 

7. 
8. 


K. B. to Q. Kt. 5th. 

B. takes Kt. 

Q. takes P., checking, &c. 




In the second 


place, 


6. Kt. takes Kt. 

7. K. P. advances. 

8. Q. B. to K. 3d.- 
not take Kt. 

9. Q. takes B. 
10. Q. to K. 2d. 

better game, for if you 
Kt. 5th. 


6. 

7. 
-You dare 8. 

9. 

10. 

move K. B. P. 


, Q. P. takes Kt. 
K. B. to Q. B. 4th (best). 
B. takes B. 

. Kt. to Kt. 5th. 

, Q,. to K. 2d; having ilie 

two, he checks with Q.'ai Q. 


(h) For correct move at this point. 


see Analysis above. 



FOURTEEN PROBLEMS 



THREE MOVES 



PROBLEMS IN THREE MOVES. 



277 



3)3'o. 1 



BY HERR ELTSACH. 




White to play and mate in three moves. 



278 



CHESS FOE WINTER EVENINGS. 



3Xro. 2. 

BY THE EDITOR. 



#1 



§^M 



WHITE. 

Wnite to play and mate in three moves. 



PROBLEMS IN THREE MOVES. 



279 



3^0, d, 

BY THE EDITOR. 



BLACK. 



WM^ M 



—m -^- 



^ ^^'^'''^^^'''"k"'"^" 



i.//......^. 



m ,^m 



f 



White to play and mate in three moves. 



280 



CHESS FOR WINTER EVENIKGJJ. 



53-0.4. 



FROM THE CHESS PLAYER'S CHRONICLE 



^— «.. 









^ mm 



m ...mwA 



1^ 



WHITE. 

White to play and mate in three moveb. 



PROBLEMS IN THREE MOVES. 



2S] 



FROM THE PALAMi:DE, 



''^m m 






White to play and mate in three moves. 



13 



282 



CHKSS FOR WINTER EVENINGS 



No. 6. 



BY W. BONE. 

(From Walker's Philidoriau.} 



f^ 






1^ 

'i 

i 



White to move and mate in three moves. 



PROBLEMS IN THREE MOVES. 



288 



BY A NATIVE CHESS PLAYER OF INDIA 






wm 



mm.^m,m 



1 



vA w////Zm.^ 



il 






White to play and mate in three moves. 



884 



CHESS FOR WINTER EVENINGS. 



3^0, B. 

BY D'ORVILLE, 




White plays first and mates in three moves. 



PROBLEMS IN THREE MOVES. 



286 



No. 9. 



BY THE REV. J. VINCENT. 

fFrom Ciiess Player's Chronicle.) 



m WM,, 



^ 



VM^ '////////^y/. 



Wliite to play and check-mate in three moves. 



286 



CHESS FOK WINTER EVENINGS. 



1^0. 10. 



BY HERR ELTSACH; 

of West Point. 



mm ■^-•"-•■^- 



m ^^m„ 



Wi 



mm ^ vMM, 

■7//////M>. Wy/y/M. 



m. m, m 



While to play and mate in three moves. 



PROBLEMS IN THREE MOVES. 



287 



1^0. 11. 



BY N. D. NATHAN. 

(From the C. P. Chronicle.) 



^fli km m 



1^ 



V/yyyM^. V/7?^?^/A '///////////, 

mm p« 



^J. 



^ '^y^/M 






White playing first mates in three moves. 



2SSI 



CHESS FOR WiNTJiR EVENINGS. 



2^0. 12. 



BY W. H. C. 

Trom theC. ) . Chronicle., 






111 m 



m, ^■,„,_„„^^l 






White to play and mate in three ntioves. 



FUOBLEMS IN THREE MOVES. 



28'J 



m. 13. 

BY THE EDITOR. 



Wa %^A 



m„.,„„„m^A. 



mi 



WHITE. 

^\ Iiite to play, and compe.s Black to mate him in three moves. 



yyo 



CHESS FOR WINTER EVENmaS. 



BY THE EDITOR. 



^J^W^A 



'mrn/M '///////M 






m ^fc,. 



WHITE. 

tVliite to play, and compels Black to mate him in three moves 



HOW A WORLD WAS WOK 



A GAME OF CHESS IN ]4l;';4. 




MOW A W'Q):a.iua> ■^yms -^no'M 



HOW A WORLD WAS WON; 



A GAME OF CHESS IN 1492. 



For Caetilla y por Leon 
Nuevo mundo hallo Colon. 



It may be said of the immortal work of Cervantes, and with 
much truth, that it is a complete compendium. Yes, reader, in 
Don Quixote you will find matter both gxave and light, philosopliic 
dissertations, and occasionally even a pun. 

In Part I. Chap. XXII., which treats " of the manner in which 
the great Hidalgo set at Hberty several unfortunate persons who, 
much against their will, were being conveyed where they did not 
wish to go," known also as the " adventure of the galley slaves," we 
have the following passage : — 

" Senor Caballero si tiene algo que damns, dcnoslo ya, y vaya con 
Dios, que ya enfada con Lanto querer saber vidas agenas ; y si la mia 
quiere saber, sepa que yo soy Gines de Pasamonte, cuya vida es.'d 
escriia por estos pulgares." 

" Signer cavalier, if you have any thing to give us," said one of 
the ga ley slaves, " let us have it now, and God be with you, for you 
tire us with inquiring so much after other men's lives. If you would 
know mine, I am Gines de Pasamonte, whose life is written by these 
thumbs (por estos pulgares)." There is here a play upon words 
rtiat does not admit of translation, pulgar signifying the finger that 
directs the pen, and Pulgar being also the name of the celebrated 
tiistorian, surnamed by his countrymen " the Spanish Plutarch." 

That author, in his Chronicle of Ferdinand and Isabella, informs 
us that the conqueror of Granada and the extirpator of the Moslem 
niith from the Spanish realm, was passionately fond of Chess. " Era 
el rey Fernando muy afecto al deleitable jwego del axedrez." He 
moreover tells us, that between this noble game and the excite- 



294 CHESS FOR WUNTTEE. EVENINGS. 

ment of the chase, Ferdinand divided the few leisure momdncs 
he could snatch from the cares of government or the sterner duties 
of war. But Fernando del Pulgar limits himself to this simple indi- 
cation, and upon this subject we should know nothing more, were 
the Chronicle the only work left by him. This, fortunately, is not 
the case. There exists in print a collection of his letters, all highly 
curious ; and, independently of the published letters, there is pre- 
ser\-ed in the archives of Cordova a manuscript collection, to which 
it has been our good fortune to have had access. We have con- 
sulted the latter with great interest, authentic or not ; for we are 
bound to say there is much disagreement among writers concerning 
the circumstances of this author's life. Some even confound ^im 
with another Hernando del Pulgar, who was Alcaid of Salar, and 
who distinguished himself by certain valorous feats in the vega of 
Granada. Tliis Hernando, it would appear, having made a vow to 
enter the city and take possession of a mosque, actually made good 
his way into the capital of Boabdil, and sealed the daring deed by 
leaving, nailed with his dagger on the very door of the Moslem temple, 
a parchment upon which was transcribed a copy of the " Ave Ma- 
ria." In order to distinguish the chronicler from the warrior, the 
latter is generally known by the cognomen of " El de las liaza'flas" 
or, the Pulgar of high deeds. Thus the question arises, To whom 
are we to attribute these unpublished letters ? — ^to Hernando the his- 
torian, or to Hernando the soldier ? Or, may they not be the pro- 
duction of some other contemporary writer, such as Anglerius Martyr 
oi Bernaldez ? This remains a mystery ; but, as far as we can judge 
by tae paper upon which they are written, and the style of the hand, 
we should certainly deem them traceable to the commencement of the 
sixteenth century. 

Having once fairly commenced diving into these ancient manu- 
scripts, we were greatly interested, as we have already said. We 
must candidly confess, however, that we were not a little deterred at 
first by their illegible appearance, and the idea of their dubious authen- 
ticity ; but the, for us, talismanic word " axedrez " * having caught our 
eye, a new incentive was added to our somewhat lagging curiosity, 
and recollecting a maxim of this very Pulgar, " Malo es no saber, peor 

* The Spanish for " Chess." 



HOW A WORLD WAS WON. 29f; 

it no querer saber," we shook off all laziness, set diligently to work, 
and were well rewarded in the translation of some of these curioa^J 
manuscripts. 

In the following epistles, Hernando addresses familiarly a friend, 
apparently some learned doctor. The letter is dated from the cele- 
brated camp before Granada. 

Santa Fe, February 2d, 1492. 
Friend and Well-beloved : If I mistake not, you must have 
been, during your last visit at court, a certain Crist6val Colon, a 
Genoese ; if not, you have of course heard of him, for his name has 
become of late as familiar as the sajdngs of Martin Revulgo. Some 
look upon him as a downright madman, and very few grant him any 
genius at all. He pretends the earth is round, and that necessarily 
there must exist, beyond the ocean, a world to act as a counterpoise 
to the world we inhabit ; that, at all events, if there do not exist be- 
yond the ocean, countries entirely distinct from our continent, he still 
asserts that by steering west a vessel must sail completely round the 
world, and reach the eastern shores of Asia and the golden-roofed city 
of Cipango, described by Marco Polo. He came here whilst we were 
campaigning it against the Moors in Granada, submitted his project 
to the sovereigns, but met with no encouragement. Their answer 
was, that the expenses of the war had drained the public treasury. 
After the taking of Granada this Colon rene^wed his petition, and was 
referred to a council of learned doctors and theologians, who assem- 
bled lately at Salamanca for the purpose of considering his extraor- 
dinary proposals. Before these he defended his opinions ; but the 
doctors have decided that the earth is not round, and that a belief in 
antipodes is an act of heresy. Our good Queen Isabella, however, 
who has no great pretensions to physical, or geometrical lore, seems 
to care very Uttle for the decision of her grave counsellors. Her 
opinion is, that the conquest of the golden Cipango will afford riches 
enough to rescue the Holy Sepulchre from the power of the infidels, 
and tliat, at any rate, the attempt is worth making. Indeed, she has 
been expressly heard to say that it was her desire the Genoese should 
prosecute what he has projected ; that if funds were wanting, she 
would undertake the enterprise for her own crown of Castile, and 
Dledge her private jewels to raise the necessary sum. She has not 



296 CHESS FOR WINTER EVENINGS. 

however, been under the necessity of having recourse to this extreme 
measure. Luis de San Angel, receiver of the ecclesiastical revenue 
in Aragon, has advanced the funds, and the Queen has gladly ac- 
cepted his offer. Bui another difficulty has arisen. The Genoese 
vi^ill not take charge of the expedition unless he be created admiral 
and viceroy over the countries he may discover. This title has been 
refused him ; and to-morrow, it is said, he takes his departure on his 
return to Palos de Moguer. It is thought his intention is to offer his 
services to some other sovereign. 

Santa Fe, February 4lh, 1492. 

Friend and Well-beloved : I have never forgotten what Anto- 
nio de Lebrixa said to us in one of his last lessons : " Take heed how 
you despise incidental circumstances, though trifling in appearance, 
for they often lead to most important results." At court, more espe- 
cially, should this maxim be ever borne in mind, as there opportuni- 
ties for its application are constantly occurring. In this letter I will 
give you a striking instance of the truth of good Antonio's maxim ; 
and, if I mistake not, the world may ere long behold a most wonder- 
ful exemplification of it. 

The King's fondness for the game of chess, as you know, is very 
great, and, like all earnest players, he attaches the greatest importance 
to the winning of a game, never forgiving himself for losing one. 
His artifice and cunning devices over the checquered field are wily 
in the extreme, and were I not speaking of his " AUeza,'"* I should 
say they almost amount to perfidy. He will often leave a piece 
unprotected and apparently within the grasp of his adversary ; but ere 
his hand extend to seize it, let him be very sure the prey is certain, 
for never is the King better pleased than when his deep-laid plots are 
crowned with success. 

Yesterday during the noontide heat, instead of indulging in hia 
usual siesta, bidding us follow him to the Queen's apartments, he 
challenged Fonseca, one of his daily victims, to a Game of Chess, we 
of course assisting as judges of the tournament. The Count de 
Tendilla, Ponce de Leon, and Gonsalvo of Cordova, were present. 

• " Alteza" Highness. Charles V. was the first Spanish monarch 
viliu assumed the title of Majesty. 



HOW A WORLD WAS WON. 297 

rise Queen's maids of honor, seated around a frame, were at work 
upon a mugniticent piece of embroidery intended as an offering to our 
lady "del Pilar." 

The aged lady Beatrix Galindez, so deeply versed in ancient lore 
tliat she has been surnamed " Latina," was seated near the Queen, 
with whom she was conversing in Latin in a subdued tone ; whilst 
tiie King, entirely absorbed in the game, was entangUng poor Fon- 
seca in one of liis deeply laid schemes. 

Suddenly the hangings were raised, and a page announced His 
Excellency the Archbishop of Toledo, Don Pedro Gonzales de Men- 
doza, Grand Cardinal of Spain. After the holy prelate had made his 
obeisance to ' the King, he approached the Queen, and respectfully 
inquired what it had been her pleasure to decide finally with regard 
to the Genoese, Crist6val Colon. At the same time he announced 
that the latter, sad and disappointed, had taken leave of his friends, and 
was on liis way to the Convent of La Rabida, at Palos de Moguer. 
In my opinion, said Beatrix Galindez, after the Archbishop had prof- 
fered his request, were the demand simply a sum of money, I should 
advocate its being granted ; for, as Dionysius Cato has it in one of 
his distichs, 

" JVe dubiles cuvi magna petas, impendere parva." 

But this is not a question of money. A title is demanded ; and dig- 
nities and titles are not to be lavished thus on all comers. Indeed, 
my opinion of the absurdity of his doctrine has of late been strength- 
ened, and I uphold it is most extravagant to maintain that there can 
exist countries in a straight line under our very feet, where men 
walk \vith their heads d Dwnward, as we see flies upon the fretted roof.' 
As she spoke, in her excitement, Latina's tone had gradually become 
more elevated. She had forgotten that Chess-players must not be 
disturbed. Her voice had struck their ear. 

The Game was decidedly in the King's favor, and Fonseca, with 
some eagerness, seized the opportunity of interrupting the silence in 
which the King had hitherto played, in the hope, perhaps, of diverting 
the attention of his unrelenting antagonist. 

" For my part," said he, " I incline to the theory of Cosmas Indi- 
oopleustes : — The world is square, and, like this Chess-bfxard, it la 



298 CHESS FOU WINTER EVENINGS. 

terminable. It is moreover flat, surrounded with water on all sidos, 
and beyond the water is an abyss. Thus it is that Arabian GeogTa- 
phers represent on their maps and charts, at the extremity of the 
great ocean, a black and skinny hand, emblematic of the Demon's 
claw, ready to drag into the gulf below, the rash mortals daring to 
approach its limits. 

" Strange doctrine this, SignOr Fonseca," replied the Archbishop, 
" strange doctrine to oppose to the truly scientific deductions of the 
worthy Colon. Indeed, I am almost tempted to repeat to you what 
Alphonso the Learned was fonnerly wont to say on similar occasions, 
' If the world be thus moulded, without impiety, I can say that, poor 
mortal as I am, I could have imagined a better form.' " 

In the mean time our good Queen had drawn near the King. " My 
Lord," said she, " shall we not accord this intrepid man the title he de- 
mands ? . . there can be no risk, I think, in granting it him for the 
countries he promises to discover. Let him point the way to a new 
world, and any dignity we may confer will be more than merited. . . 
Should his project prove a dream . . What then ? His title, having 
no basis to rest upon, will become an empty name." 

" We will think of it," said Ferdinand, pressing his brow, and in 
spite of himself his attention was much diverted from the game. 

Fonseca, adroitly taking advantage of the King's abstraction, had 
rapidly retrieved his game and even gained a preponderance of force. 
..." Your Highness's Queen has followed the example of the rash 
navigators . . the blauk hand is upon her. . , . Your Highness's 
Queen is forced." 

" Speak to me no more of this Genoese," rejoined the King, " I 
sha'l lose a splendid game "... and with a frown he proceeded — 
" Admiral ! know you not the word signifies ' Emir-al-ma ' or prince 
of the wave ? Too noble a title this to be bestowed on an adventurer. 
Your Genoese shall not be an Admiral." 

The King played a few moves more, but at every move his posi- 
tion became more critical and his brow more overcast. Meanwhile 
the game seemed fast reaching a crisis. I send you the situation. 

" The battle vnll soon be decided now," said Fonseca, rubbing 
nis hands. " Your Highness w >11 double the Rooks to avoid check- 
mate . . I shall then check at your Highness's Q. R. sq. ; I may 



HOW A WORLD WAS WON. 299 

FoNfeECA (Black). 




Ferdinand V. (White). 

afterwards win the Bishop, and if I mistake not, this game at least is 
ir'ne." 

Ferdinand bit his Hp, and, unaccustomed to discomfiture, he sat 
moody, under what seemed to all inevitable defeat. 

At this moment I examined the position more attentively, and 
suddenly it flashed upon me that Ferdinand's game was not as des- 
perate as it appeared to the bystanders and even to himself. In a 
suppressed tone I whispered to Queen Isabella : " If his Highness 
play correctly, he wins, and Fonseca cannot outlive four moves." 

Isabella drew nearer the King, and leaning on his shoulder she 
withheld his arm, when after long meditation he vi'as about to raise 
his hand to play his Rook to Q. R. 5th sq. 

— " Do you not wm, my Lord ?" said she. 

— " Win ?" . . repeated Ferdinand, and the uplifted nand re 
turning to its former position, the King resumed his meditations . . 
but the threatened mate seemed still to veil the position to his reason 



bOO CHESS FOR WINTER EVENINGS. 

ing faculties. At this juncture his eye* caught mine, and most prob 
ably rightly reading my expression, he again began to calculate . . . 
then suddenly a smile played over his lips. 

— " Fonseca, my friend, ' Esids malo.'' "* 

— " Think you, my Lord," interrupted the Queen, " there can 
be wrong in granting this title to the Genoese ?" 

— " What think you of the matter, Latina ?" said Ferdinand, 
half ironically, " do you still persist in your opinion ?" 

" None can boast of infallibility," rejoined Beatrix Galindez, and 
Pliny has said, ' Nemo morlalium omnibus horis sapei.'' " 

— " After all," added his Highness, "little harm can come from 
appointing him Admiral of the new seas to be navigated." 

Hardly had the royal sanction escaped the King's Ups, when the 
Queen beckoning a page — " Isidro." said she, " to horse instantly 
— Cristoval Colon is on the road to Palos de Moguer, he cannot have 
journeyed much farther than the bridge of Finos . . make all 
speed, overtake him, and tell him we create him Admiral of the 
Ocean-sea." 

And now, dear Doctor, may we not repeat what Antonio de Le- 
brixa has so often said to us, " The most trifling causes very fre- 
quently exercise a wonderful influence over the greatest events." 
If Cristoval Colon discover a new world, as indeed I trust he may, 
will it not come from the pushing of a Pawn at the proper time. ? 

• Anglicts— " Tho'.i art eick." 



BOOK lY. 



ITAUNTON'S ANALYSIS OF THE KING'S GAMBIT BOTH 
ACCEPTED AND DECLINED.— GAMES IN ACTUAL 
PLAY— FOURTEEN PROBLEMS.— THE MID- 
NIGHT CHALLENGE, OR CHRISTMAS 
TN RUSSIA. 



THE KING'S GAMBIT. 

THE king's knight's GAMBIT. THE CUNNINGHAM GAMBIT.— 

THE SALVIO AND COCHRANE GAMBITS. THE MUZIO GAMBIT. 

THE ALLGAIER GAMBIT. THE KINg's ROOk's PAWN GAM- 
BIT. THE king's bishop's GAMBIT. THE GAMBIT DECLINED. 

We are now about to introduce the student to a favor- 
ite and brilliant style of play, altogether different from the 
specimens given in the previous lessons. The King's Gam- 
bit offers greater variety than is to be found in the other 
openings, and therefore requires greater knowledge and prac- 
tice to conduct it with success : hence an experienced player, 
wnen he gives the odds of Q.'s Rook or Q.'s Knight to an 
inferior antagonist, often prefers this mode of play. 

The word Gambit is derived from an Italian phrase used 
in wrestling, and signifies a peculiar movement by which the 
adversar3/ is tripped up. In Chess, the " peculiar move- 
ment" is, for the first player, early in the game, to sacrifice 
a Pawn for the sake of gaining an attack. 

The varieties of the King's Gambit are often known by 
the names of the players who invented, or first introduced 
them. Other varieties obtain their names from one of the 
early moves of the first player. 

The term Gambit Pawn is applied sometimes to the Pawn 
you sacrifice on the second move, but more commonly to the 
Pawn of your adversary which captures your Pawn. Thus, 
in the King's Gambit, when each party having pushed K. P. 
two sq., the first player moves K. B. P. two, and the second 
player takes it with K. P. ; the latter is styled, while remain- 
ing on the board, the Gambit Pawn. 

Your design in sacrificing a Pawn at the second move, is 



304 CHESS FOR WINTER. EVEKINGS. 

to weaken the enemy's centre, by drawing his K. P. away 
fi'om the middle of the board. Philidor was of opinion, that 
the advantages of position acquired in return for the Pawn, 
were fully remunerative, and that the legitimate result of 
the Gambit ought to be a drawn game. That eminent player, 
however, stands alone in this doctrine, the general opinion 
now being, that if the best moves are subsequently played on 
both sides. Black ought to win the game through the Pawn 
given. The Gambits are the most brilliant and animated of 
all the openings, full of hair-breadth 'scapes and perilous vi- 
cissitudes, but affording an infinitude of beautiful and daring 
combinations. 

We extract the following analyses with the accom.pany- 
ing games in actual play from Mr. Staunton's valuable 
work, " The Chess Player's Handbook, London, 1847." 

STAUNTON'S ANALYSIS OF THE KING'S GAMBIT.. 

This admirable opening, in which is comprehended 
every variety of the game, beginning with 1. - ^ p u7 °' 
2. K. B. p. two ^ gives birth to the most intricate and beautiful 
combinations of which the chess-men are susceptible, and 
their investigation will afford you an inexhaustible fund of 
entertainmeut and instruction. To render the examination 
.of them as intelligible as our limited space will admit, it may 
be well to classify the ramifications of this gambit under dif- 
ferent heads. For this purpose I propose to divide the varia- 
tions into four separate sections. The first will contain the 
manifold d^Uvts which spring from the King's Gambit Pro 
per, or King's Knight's Gambit, as it is sometimes called 

1 K. p. two .-, K. B. P.'two n K. Kt. to B. 3d rpi „ ;i „„-n + , 

1- iclvu^' 2- p. takes p. > 3. — The second will treat 

of the modification of this opening which is generally known 

vl,„ All„„,* ri„„^kU 1 K p. two o K. B. p. two Q K. Kt. toB 3d 

as the Allgaier Gambit, 1. ^jr^j^y^^, 2. pn^^kiTpT' ^- k. Kt p. two ^ 
4_ K. R. p. two^ including also an attack called the King's 

r, 1 , Ti rf ^u-<. 1 K. P. two .-, K. B. p. two Q K. R. p. two 

(look's Pawn Gambit, 1. kTpT^, 2. p. takes p. > 3. 

The third will embrace the varied methods of attack and 
defence in the favorite King's Bishop's Gambit, 1. ^ \, ['^^ 



THE king's knight's GAMBIT. 305 

^- ?.tator > 3. 5^5^^^^^^; and the fourth will be devoted 
o the undefinable class of moves which the second playei 
may adopt in refusing the gambit. 



LESSON I 



THE KING S KNIGHT S GAMBIT. 



GAME THE FIRST. 
White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. Kt. to B.'sSd. 3. K. Kt. P. two. 

Black's third move is considered the best he can adopt after 
he has accepted the gambit ; but he has other modes of play, 
which, if not equally satisfactory, may be made without dis- 
advantage; for instance, he can play 3. Q. P. two, or 3. K 
B. P. two, and obtain an even game. (For 3. B. to K.'s 2d 
see Lesson IL, The Cunningham Gambit.) 

In the first place, 

3. Q. P. two. 

4. P. takes P. , 4. K. B. to Q.'s 3d. 

Clf he play 4. K. Kt. P. two, you answer with 5. K. B. to Q. B.'s 4th.) 

5. Q. P. two. 5. K. Kt. P. two. 

6. Q. B. P. two. 6. Q. B. P. one. 

7. K. B. to Q.'s 3d. 

The game is equal. 

In the second place, 

3. K. B. P. two. 

4. P. takes P 4. Q. P. two. 

5. Q. P. two. 5. Q. B. takes P. 

6. Q. B. takes P. 6. K. Kt. to B.'s 3d. 

Even game. 

4. K. B. to Q. B.'s 4th. 4. B. to K. Kt.'s 2d (best) 

ifi Victor Kafev's " Complete Guide to the Game of Chess 
14 



306 . CHESS FOR WINTER EVENINGS. 

(Gratz, 1842,) the move of 4. Q. B. P. one, is lecommended 
in place of 4. K. B. to Q. B.'s 4th ; but if Black reply with 
4. K. B. to K. Kt.'s 2d, you appear to gain nothing. (Foi 
the consequences of 4. K. R. P. two, see The Allgaier Gam- 
bit.) At the present stage of our game Black has a variety 
of moves at command. He may play 4. K. B. P. one, which 
is obviously bad, on account of 5. Kt. takes Kt. P., &c. He 
may also play 4. Q. P. one, but without benefit, or 4. P. to 
K. Kt.'s .5th, the result of which will be shown in Lessons 
III. and IV., The Salvio and Cochrane Gambits, and Lesson 
v.. The Muzio Gambit. If, instead of any one of these, he 
prefer 4. K. R. P. one, the game will probably be carried on 
as follows : — 

4. K. R. P. one. 

5. Kt. to K.'s 5th. 5. K. R. to his 2d. 

6. Q. P. two. 6. Q,. P. one. 

rif he play 6. Q. to K.'s 2J, you can move 7. Q. to her Sd.^l 

7. Kt. takes K. B. P. 7. R. takes Kt. 

8. B. takes R. (eh.) 8. K. takes B. 

9. K. R. P. two. 9. K. Kt. to B.'s 3d (best). 
10. P. takes P. 10. P. takes P. 

U.K. Kt. P. one. 11. Q. B. to K. Kt.'s 5th. 

12. Q. to her 3d. 12. Q. to K.'s 2d. 

Your attack will hardly compensate for the lost piece. It would have 
been safer, therefore, to return the Kt. to Q.'s 3d on your 7th move. 

5. Q. P. two. ■ 5. Q. P. one. 

It is of very little importance whether you castle at the 
^th move (see Game the Third), and then play 6. Q. P. two, 
or move as in the text, and afterwards castle. As is observed 
in the German " Handbuch," " the transposition of moves 
here produces the same result." You can, however, at this 
stage commence an interesting variation by playing 5. K. R. P. 
two (see Game the Second). If you move instead 5. Q. B. P. 
one, Black may answer with 5. P. to K. Kt.'s .5th, and have the 
better game. In place of replying to your move 5. Q,. P. 
two with 5. Q. P. one, he may play 5. K. R. P. one, safely, 
or 5. P. to K. Kt.'s 5th, but the latter would forward your 
game ; for example : — 

5. P. .0 K. Kt 's 5th. 
6. Castles. 6. P. takes Kt. 

(You can also advantageously play 6. Q. B. takes P.) 



THE KING S knight's GAMBIT. 307 

7. Q. takes P. 7. B. takes Q. P. (ch.) 

8. K. to R.'s sq. 8. Q. P. one. 

(Siioiild he move 8. Q. to K. B.'s 3J, you reply with 9. Q. B. takes P 

9. Q. B. takes P. 9. K. B. to his 3d. 

10. P. to K.'s 5th. 10. P. takes P. 

11. Q. B. takes P. 11. Q. Kt. to Q.'s 2d. 

12. Q. B. to his 3d. 12. Q. to K.'s 2d. 

13. R. to K.'s sq. 13. B. to K.'s 4th. 

14. B. takes B. 14. Kt. takes B. 

15. Q. to K. R.'s 5th. 15. K. Kt. to B.'s 3d. 

16. Q. takes Q. Kt. 

You have a superior game. 

6. Q. B. P. one. 6. P. to K. Kt.'s 5th (best). 

Black can now attack the Kt. with advantage, and by do- 
ing so he gets the better game. He may with ahnost equal 
benefit play 6. K. R. P. one ; e. g, 

6. K. R. P. one. 

7. Q. to her Kt.'s 3d. 7. Q. to K.'s 2d. 

Cjf you castle instead of moving the Q. thus, he answers with 7. K. Kt. to 
K.'s 2d, and if then you attempt to open an attack by 8. K. Kt. P. one, 
he will play 8. P. to K. Kt.'s 5th, having a better game.) 

8. Castles. 8. Q. Kt. to Q.'s 2d. 

9. K. Kt P. one. 9. P. to K. Kt.'s 5th. 

(If you play 9. K. R. P. two, he can retort with 9. Q. Kt. to his 3d.) 

10. Q. B. takes P. 10. P. takes Kt. 

11. R. takes P. 11. K. Kt. to B.'s 3d. 

12. P. to K.'s 5th. 12. P. takes P. 
(Should you mo .'3 13. Q. Kt. to Q.'s 2d, he castles. 

13. P. takes P. 13. K. Kt. to his 5th. 

14. B. takes K. B. P. (ch.) 14. Q. takes B. 

15. P. to K.'s 6th. 15. Q. to K. B.'s 4th. 

16. P. takes Kt. (ch.) 16. Q. B. takes P. 

17. K. R. P. two. 17. Castles on Q.'s side. 

He has a much better game than you have. 

7. Kt. to his sq. 7. Q. to K. R.'s 5th. (ch.) 

L" you sacrifice the Kt. by playing 7. Q. to her Kt.'s 3d, or 
7 Q,. B. takes P., you must equally lose. 

8. K. to B.'s sq. 8. K. B. to K. R.'s 3d. 

9. Q. to her Kt.'s 3d. 9. Q. to K. R.'s 4th. 

You can bring no piece into action with advantage, while the 
field is all before him where to choose. 



303 CHESS FOR WINTER EVENINGS. 





GAME 


THE SECOND. 




Whifs. 


Black. 


1. 


K. P. two. - 


• 1. K. P. two. 


2. 


K. B. P. two. 


2. P. takes P. 


3. 


K. Kt. to B.'s 3d. 


3. K. Kt. P. two 


4. 


K. B. to Q. B.'s 4th. 


4. B. to K. Kt.'s 2d. 


5. 


K. R. P. two. 


5. K. R. P. onf (ba:t) 



Here Black plays his best move ; if he adopt in&tead of b. tC, 
R. P. one, 5. P. to K. K. Kt.'s 5th, the utmost 'he can obtain 
will be an even game ; e. g. 

5. P. to K. Kt.'s .'^th. 

6. Kt. to his 5th. 6. K. Kt. to R 's 3d. 

7. Q. P. two. 7. K. B. P. one. 

(If he play 7. Q. Kt. to B.'s 3d, you answer with 8. Q. B. P. one, and 
afterwards with Q. B. takes P. 

8. Q. B. takes P. 8. P. takes Kt. 

(He may also play 8. Q. P. one, whereupon you move 9. Kt. to K'a 6th, 
having an advantage ; or he may play 8. Q. P. two, which you take 
with K. B., and in a few moves the game will be equal.) 

9. B. takes P. 9. B. to K. B.'s 3d. 

10. B. takes Kt. 10. B. takes K. R. P. (ch.) 

11. K. to Q.'s 2d. 11. B. to K. Kt.'s 4th (ch.) 

12. K. to Q.'s 3d. 

You have no disadvantage. 

G. Q. P. two. 6. Q. P. one. 

If he play here 6. P. to K. Kt.'s 5th, you mav leave the Kt. 
to be captured, and take P. with Q. B. 

7. Q. B. P. one. 7. P. to K. Kt.'s 5th. 

You may also play 7. Q. Kt. to B.'s 3d, for the result of 
which see Var. I. Black, instead of 7. P. to K. Kt.'s 5th, 
may now play 7. Q. Kt. to Q.'s 2d, with advantage ; but if 
he attempt 7. Q. B. to K. Kt.'s 5th, or 7. K. Kt. to B.'s 3d, 
the game will be less favorable for him. For example : 

In the first place, 

7. Q. B. to K. Kt 's 5th. 

8. Q. tc ner Kt.'s 3d. 8. Q. B. to K. R.'s 4th. 

9. P. takes K. Kt. P. 9. P. takes P. 
10. R. takes B. 

And vou win. 



THE king's knight's GAMBIT. 309 

In the second place, 

7. K. Kt. to B.'s 3d. 

8. P. takes Kt. P. 8. Kt. takes K. P. 

Il In place of taking the P. you play 8. P. to K.'s 5th, Black rcplin;e 
with 8. Kt. to K.'s 5th, and has an advantage.) 

9. Q. to K.'s 2d. 9. Q. to K.'s 2d. 

The game is even. 

8. Q. B. takes P. 8. P. takes Kt. 

If you retreat the Kt., Black may play either 8. Q. to K.'s 
2d, or B. to K. B's 3d> having a fine game. By the sacri- 
fice of the Kt. you obtain a strong attack, but care on the 
part of your opponent will enable him to defend himself. 

9. Q. takes P. 9. Q. B. to K.'s 3d. 

If instead he play 9. K. Kt. to B.'s 3d, you may regain the 
advantage ; for instance, — 

9. K. Kt. to B.'s 3d. 

10. Castles. 10. Q. Kt. to B.'s 3d. 

11. P. to K.'s 5th. 11. P. takes P. 

(If 11. K. Kt. to Q.'s 2d, you answer with 12. Q. B. to K. Kt 's 5t.h. 

12. Q. B. takes P. 12. Kt. takes B. 

13. P. takes Kt. 13. Q. B. to K. Kt.'s 5th 

14. Q. to K. B.'s 4th. 14. P. to K. R.'s 4th. 

15. P. takes Kt. 

You have a much better game. 



10. Q. Kt. to Q.'s 2d. 


10. 


K. Kt. to K.'s 2d. 


11. P. to K. R.'s 5th. 


11. 


B. takes B. 


12. Kt. takes B. 


12. 


Q. Kt. P. two. 


13. Kt. to K.'s 3d. 


13. 


Q. Kt. to B.'s 3d 



You have no adequate compensation for the piece you arc 
minus 

Variation I beginning at White's 7th move. 
White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 

4. K. B. to Q. B.'s 4th. 4. B. to K. Kt.'s 2d. 

5. K. R. P. two. 5. K. R. P. one. 
ti. Q. P. two. 6. Q. P. one. 

1. Q. Kt. to B.'s 3d. 7. Q. B. P. one. 



310 CHESS FOR WINTER EVENINGS. 

[f he attack your Kt. with the K. Kt. P., you must retrea 
him to his own sq. again. 

8.. P. takes K. Kt. P. 8. P. takes P. 

9. R. takes R. 9. B. takes R. 

10. K. Kt. to K.'s 5th. 10. P. takes Kt. 

You might also play 10. K. to B.'s 2d, and the following 
moves occur : — 

10. K. to B.'E 2d. 10. P. to K. Kt.'s 5th. 

(Black could likewise play with advantage 10. B. to K. Kt.'s 2d, or 10. 
K. Kt. to B.'s 3d.) 

11. Q. to K. R.'ssq. 11. B. to K. Kt.'s 2d. 

(His best move. 11. Q. to K. B.'s 3d, or 11. P. takes K. Kt., would be 
in your favor.) 

12. Q. to K. R.'s 5th. 12. P. to Q.'s 4th. 

13. Q. Kt. takes P. 13. P. takes Kt. 

(If at this crisis you play 13. P. takes Q. P., Black takes your K Kt. 
with P., and then moves K. Kt. to B.'s 3d.) 

14. K. B. takes Q. P. 14. Q. to K.'s 2d. 

15. Kt. to his 5th. 15. K. Kt. to B.'s 3d. 

16. B. takes K. B.P. (ch.) 16. K. to B 's sq. 

17. Q. to K. Kt.'s 6th. 17. Kt. takes K. P. (ch.) 

He now forces the exchange of Queens, and having a Piece superiority 
must win.) 

11. Q. to K. R.'s 5th. 11. Q. to K. B.'s 3d. 

12. P. takes K. P. 12. Q. to K. Kt.'s 2d. 

13. P. to K.'s 6th. 13. B. takes P. (best). 

He may with almost equal advantage play 13. K. Kt. to B.'s 
3d. {e. g.) 

13. K. Kt. to B.'s 3d. 

14. P. takes P. (ch.) 14. K. to his 2d. 

(If he venture 14. K. to Q.'s sq., you play 15. Q. takes K. Kt. P., and 
win ; so also, if he move 14. K. to B. s sq., you may take P. with Q. B., 
leaving your Queen en prise, and if he capture either Q. or B., you mate 
him next move.) 

15. Q. to K.'s 2d. 15. Q. B. to K. Kt.'s 5th. 

Should he risk 15. Q. B. to K.'s 3d, you (exchange Bishops, then check 
with your Q. at her B.'s 4th. and afterwards, by playhig her to Kt.'s 
4th, you must gain the advantage.1 

16. Q. to her 3d. 16. Q. Kt. to Q.'s 2d. 

17. Q. to her 4th. 17. K. Kt. to R.'s 4th. 

He ought to win. 



THE king's knights GAMBIT. 311 

14. B. takes B. 14. K. Kt. to B.'s 3d. 

15. B. takes K. B. P. (ch.) 15. K. to his 2d. 

16. Q. to K. Kt.'s 6th. 16. Q. takes B. 

The advantage is all on Black's side. 





GAME 


THE THIRD. 




White: 


Black. 


1, 


K. P. two. 


1. K. P. two. 


2. 


K. B. P. two. 


2. P. takes P. 


3. 


K. Kt. to B.'s 3d. 


3. K. Kt. P. two. 


4. 


B. to Q. B.'s 4th. 


4. B. to K. Kt.'s 2d. 


5. 


Castles. 


5. Q. P. one. (best). 



5. Castling or 5. Q.. P. two, may be played indifferently. If 
Black, in reply to your present move, play 5. P. to K. Kt.'s 
5th, you may retreat the Kt. to K.'s sq., and thus ensure the 
winning of the gambit Pawn, or you can leave the Kt. to be 
taken, as in the following variation : — 

5. P. to K. Kt.'s 5th. 

6. Q. B. P. one. 6. P. takes Kt. 

7. Q. takes P. 7. B. to K R 's 3d. 

8. Q. P. two. 8. Q. to K.'s 2d. 

9. Q. B. takes P. 9. B. takes B. 

10. Q. takes B. 10. Q. P. one. 

11. B. takes K. B. P. (ch.) 11. K. to Q.'s sq. 

12. Kt. to Q.'s 2d. 

The game is even. 

6. Q. P. two. 6. K. R. P. one. 

But for this precautionary move of his, you might get a lively 
hut somewhat hazardous attack, by sacrificing the Kt. for the 
two Pawns. 

7. Q. B. P. one. 7. Q. B. to K. 3d. 

If you play 7. K. Kt. P. one, Black replies with 7. P. to K 
Kt.'s 5th, and gets the better game. Should he, in answei 
to your present move, play 7. Q. B. P. one, you can thei 
advantageously move 8. K. Kt. P. one ; for example : — 
7. Q. B. P. one. 

8. K. Kt. P. one. 8. P. to Kt.'s 5th. 

9. Q. B. takes P. 9. P. takes Kt. 

10. Q. takes P. 10. Q. to K. B.'s 3d. 

(If he play 10. B. to K.'s 3d, you exchange Bishops, and then take Q. P 
with your Q. B. If he play 10. K. Kt. .o B.'s 3d, you may also tak( 
Q. P. with Q. B., and afterwards play P. to K "s 5th.) 



312 CHESS FOR WINTER EVENINGS. 

11. Q. to K. R.'s 5th. 11. Q. to K. Kt.'s 3d. 

(You can also obtain a powerful attack by 11. P. to K.'s 5th, followed by 
Q. to K.'s 3d ; the moves hi the text are from the German " Haudbuch.") 

12. Q. takes Q. 12. P. takes Q. 

13. Q. B. takes P. 13. K. Kt. to B.'s 3d. 

14. Q. Kt. to Q.'s 2d. 

Vour two central Pawns and superiority of general position are equiva- 
lent to the Piece he has gained. 

8. B. takes B. 8. P. takes B. 

You may here perhaps more advantageously play 8. Q. Kt. 
JO R.'s 3d. 

9. Q. to her Kt.'s 3d. 8. Q. to her B.'s sq. 

10. K. R. P. two. 10. P. to K. Kt.'s 5th. 

11. Kt. to K. R.'s 2d. 11. P. to K. Kt.'s 6th. 

He has a Pawn more and a strong position. 

GAMES IN ACTUAL PLAY. 

ILLUSTRATIVE OF THE FOREGOING ANALYSES. 
{From the Chess-Player's Chronicle.) 

GAME I. 
Between V. H. der Laza and Dr. Bledow. 





White (V. H. d. L.) 


Black 


(Dr. B.) 


1. 


K. P. two. 


1. 


The same. 


2. 


K. B.'s P. two. 


2. 


P. takes P. 


3. 


K. Kt. to B.'s 3d. 


3. 


K. Kt. P. two. 


4. 


K. B. to Q. B.'s 4th 


4. 


K. B. to Kt.'s 2d. 


5. 


Q. P. two. 


5. 


Q. to K.'s 2d. (a) 


6. 


Castles. 


6. 


K. R. P. one. 


7. 


Q. Kt. to B.'s 3d. 


7. 


Q. B. P. one. 


8. 


P. to K.'s 5th. 


8. 


Q. to her Kt.'s 5th. 


9. 


Q. Kt. to K. 4th. 


9. 


K. B. to his sq. 


10. 


Q. to K.'s 2d. (6) 


10. 


P. to K. Kt.'s 5th. 


11. 


Kt. to Q.'s 6th (ch.) 


11. 


B. takes Kt. 


12. 


P. takes B. (dis. ch.) 


12. 


K. to Q.'s sq. 


13. 


Kt. to K.'s 5th. 


13. 


R. to R.'s 2d. 


14. 


Q. B. P. one. 


14. 


P. to K. B.'s 6th. 


15, 


Q. to K.'s 4th. 


15. 


K. Kt. to B.'s 3d. 


16 


Q. takes R. 


16. 


Kt. takes Q. 



And White gave checkmate in six moves. 



NOTES TO GAME I. 



{a) The proper move, as is seen in the foregoing variations, io fj Q. 
P. one. 

<b) This little game is excellently played by White. 



THE KiNG S KNIGHT S GAMBIT. 



313 



GAME II. 
Between V. H. der Laza and Mr. H. of Berlin. 



White (V. H. d. L.) 

1. K. P. two. 

2. K. B. P. two. 

3. K. Kt. to B.'s3d. 

4. K. B. to Q. B.'s 4th. 
5 Castles. 

6. Q. P. two. 

7. Q. B. P. one. 

8. Q. to her Kt.'s 3d. (a) 

9. K. Kt. P. one. 

10. Q. B. takes P. 

11. R. takes P. 

12. P. to Q.'s 5th. 

13. P. takes Q. B. P. 

14. P. takes Kt. P. 

15. P. takes R. (becoming a Q.) 

16. B. takes K. B.P. (ch.) 

17. B. takes Kt. 

18. B. takes Q. P. (ch ) 

White mates in 



Blaclc (Mr. H.) 

1. K.P. two. 

2. P. takes P. 

3. K. Kt. P. two. 

4. B. to Kt.'s 2d. 

5. K. R. P. one. 

6. Q. P. one. 

7. Q. B. P. one. 

8. Q. to K.'s2d. 

9. P. to K. Kt.'s 5th. 

10. P. takes Kt. 

11. Q. B. toK.'s3d. 

12. Q. B. to K. Kt.'s 5th. 

13. B. takes R. 

14. Q. takes K. P. 

15. Q. takes Q. 
16 K. to B.'s sq. 

17. R. takes B. 

18. K. to K.'s sq. 
three moves.*. 



NOTE TO GAME II. 
(a) Having now your Q. P. protected, and an opening for your Qtieen, 
you can advantageously advance the K. Kt. P., and sacrifice your Kt.,ai' 
in the Muzio Gambit. 

* A brilliant and amusing little skirmish. 



GAME III. 

Between Mr. Fopert and an eminent Polish player. 



White (Mr. Z.) 

1. K. P. two. 

2. K. B. P. two. 

3. K. Kt. to B.'s 3d. 

4. B. to Q. B.'s 4th. 

5. Q. P. two. 

6. Castles. 

7. K. Kt. P. one. 

8. K. Kt. to R.'s 4th. 

9. Q. B. to K.'s 3d. 

10. Q. B. P. one. 

11. K. Kt. to K. B.'s 5th. 

12. P. takes B. 

13. Q. to her Kt.'s 3d. 



Black (Mr. P.) 

1. K. P. two. 

2. P. takes P. 

3. K. Kt. P. two. 

4. B. to Q. Kt.'s 2d. 

5. Q. P. one. 

6. K. R. P. one. 

7. P. to K. Kt.'s 5th. 

8. P. to K. B.'s 6th. 

9. Q Kt. to B.'s 3d. 

10. K. B. to B.'s 3d. 

11. Q. B. takes Kt. 

12. K. Kt. to K.'s 2d. 

13. P. to Q.'s 4th. 



314 CHESS FOR WINTER EVENINGS. 

14. K. B. to Q.'s 3d. 



15. 


Q. to her B.'s 2d. 


15. 


P. to K. R.'s 4th. 


16. 


Kt. to Q.'s 2d. 


16. 


P. to K. R.'s 5th. 


17. 


Q. B. to K. B.'s 4th. 


17. 


Castles on Q.'s side. 


18. 


Q. R, P. two. 


18. 


P. takes K. Kt. P. 


19. 


Q. B. takes K. Kt. P. 


19. 


K. R. to his 4th. 


20. 


Q. Kt. P. two. 


20. 


K. Kt. takes K. B. P. 


21. 


B. takes Kt. 


21. 


Q. takes B. 


22. 


Q. to her Kt.'s 2d. 


22. 


B. to K. R.'s 5th. 


23. 


B. takes B. 


23. 


R. takes B. 


24. 


P. to Q. R.'s 5th. 


24. 


R. takes K. R. P. 


25. 


K. takes R. 








Black mates in 


three moves. 




GAME IV. 






White. 




mack. 


1. 


K. P. two. 


1. 


K. P. two. 


2! 


K. B. P. two. 


2. 


P. takes P. 


3. 


K. Kt. to B.'s 3d. 


3. 


K. Kt. P. two. 


4. 


K. B. to Q. B.'s 4th. 


4. 


K. B. to Kt.'s 2d. 


5. 


K. R. P. two. 


5. 


K. R. P. one. 


6. 


P. takes P. 


6. 


P. takes P. 


7. 


R. takes R. . 


■7. 


B. takes R. 


8. 


Q. P. two. 


8. 


Q. P. one. 


9. 


Q. Kt. to B. 3d. 


9. 


Q. B. P. one. 


10. 


K. Kt to K.'s 5th. (a) 


10. 


P. takes Kt. 


11. 


Q. to K. R.'s 5th. 


11. 


Q. to K. B.'s 3d. 


12. 


Q. P. takes P. 


12. 


Q. to K. Kt.'s 2d. 


13. 


P. to K.'s 6th. 


13. 


K. Kt. to B.'s 3d. (h) 


14. 


P. takes P. (ch.) 


14. 


K. to B.'s sq. (c) 


15. 


Q. B. takes P. 


15. 


K. to his 2d. (d) 


16. 


Q. B. takes K. Kt. P. 


16. 


Q. Kt. to Q.'s 2d. 


17. 


Q. R. to Q.'s sq. (e) 


17. 


Q. Kt. to K.'s 4th. 


18. 


Q. to K. R.'s 2d. 


18. 


Q. takes B. (/) 


19. 


P. to K. B.'s 8th, becoming c 
Q. (ch.) 


19. 


K. takes Q. 


20. 


Q. takes B. (ch.) 


20. 


K. Kt. to his sq. 


21. 


R. to Q.'s 8th (ch.) 


21. 


Q. takes R. 


22. 


Q. takes K. Kt. (ch.) 


22. 


K. to his 2d. 


23. 


Q. to K. Kt.'s 7th (ch.) 


23. 


K. to Q.'s 3d. 


24. 


Q. to R.'s 6th (ch.) 


24. 


K. to B.'s 2d. 


25. 


Q. to K. Kt.'s 7th (ch.) 


25. 


Kt. to Q.'s 2d. 


26. 


Q. to K. Kt.'s 3d. 


26. 


K. to Q. Kt.'s 3d. 



White mates in five moves. 



NOTES TO GAME IV. 



(a) This has been shown to be an extremely hazardous mode ot pky, 
and one which can only be ventured against an inferior opponent. 



THE CUNNINGHAM GAMBIT. 315 

(b) Q. B. takes P. is a better move. 

(r) This is an error which should cost the game. He should move 
rhe K. to K.'s 2d. 

(d) He would be mated directly on taking either Q. or B. 

(e) Better, as the after play shows, than castling. 

(f) If White had castled on the previous move, this B. would hav«'. 
bteu taken with a check. 



LESSON II. 

THE CUNNINGHAM GAMBIT. 

This sparkling variation in the defence of the King's Gam- 
bit was brought into general notice from its adoption by Mr. 
Cunningham, the historian, one of the most eminent chess- 
players of his day in Europe. It differs from all other vari- 
ations of the same opening, inasmuch that Black, instead of 
attempting to sustain the Pawn he has gained, by the cus- 
tomary move of 3. K. Kt. P. two, plays his K. B. to K.'s 2d, 
with the intention of checking at K. R.'s 5th, and either com- 
pelling White to move his King, or by interposing a Pawn, 
enable Black not only to break up the Pawns on the King's 
side, but to exchange his doubled P.. for another of greater 
value and importance. The leading works to be consulted 
on this lively method of opposing the gambit are — Bertin 
(London, 1735) ; Stamma ; Philidor (1782) ; Allgaier ; Sar- 
ratt (1808) ; Lewis (1844) ; Walker (1846) ; and the Ger- 
man " Handbuch." 

GAME THE FIRST. 
White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. Kt to B.'s 3d. 3. K. B. to K.'s 2d. 

4. K. B. to Q. B.'s 4th. 4. B. to R.'s 5th (ch.) 
Your move of B. to Q. B.'s 4th is the best at your command ; 
it enables you either to play the K. to B.'s sq., when he ia 
checked, or to castle at the first convenient opportunity. 



310 CHESS FOR WINTER EVENINGS. 

5. K. to B.'s sq. 5,. K. B. to his 3d. 

Instead of 5. K. to B.'s sq., which is the best move you can 
make, you may also play 5. K. Kt. P. one, as in the next 
game. If BlactC, in lieu of retreating his B. to B.'s 3d, play 
5. B. to K. Kt.'s 4th, you answer with 6. Q. P. two, then 
take the K. B., and finally play Q. to K. B.'s 3d, with a fine 
game. He may, however, move 5. K. Kt. to R.'s 3d, and 
then the following variation is probable : — 

5. K. Kt. to R.'s 3d. 

6. Q. P. two. 

7. Q. to K.'s 2d. 

8. K. Kt. takes B. 

9. Kt. to K. B.'s 3d. 

10. P. takes Kt. 

11. Q. B. to K. B.'s 4th. 



6, 


, K. 


Kt. to his 


5th. 


7, 


, K. 


Kt. to B.'s 


7th. 


8, 


. Kt 


;. takes R. 




9. 


. Kt 


:. to his 6th 


(ch.-) 


:o. 


P. 


takes P. 




fes 


It advantage. 






6. 


B.toK.' 


s 2d. 




7. 


Q. p. two. 




8. 


K. Kt. P 


'. two. 




9. 


P. to K. 


Kt.'s 5th. 




10. 


K. R. P. 


, two. 



6. P. to K.'s 5th. 

7. Q. P. two. 

8. K. B. to K.'s 2d. 

9. K. R. P. two. 

10. K. Kt. to K. R.'s 2d. 
He can also attack the Kt. by advancing the Kt. P. another 
sq., but the result would still be in your favor. 

11. Q. B. takes P. 11. K. B. takes K. R. P. 

12. K. Kt. P. one. 12. B. to K. Kt.'s 4th. 

13. Kt. takes K. Kt. P. 

You must win. 

GAME THE SECOND. 
Wliite. Black. 

1. K, P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. Kt. to B.'s 3d. 3. B. to K.'s 2d. 

4. K. B. to Q. B.'s 4th. 4. B. to K. R.'s 5th (ch.) 

5. K. Kt. P. one. 5. P. takes P. 

Vour present move is not so prudent as 5. K. to B.'s sq., but 
it is one very frequently adopted, and with which you ought 
to be conversant. 

If instead of taking the P., Black retire hisB. to Kt.'s 4th 
vou castle, and have a good position. If he play 5. Q. Kt 



THE CUNNINGHAM GAMBIT. 317 

P. two, you may take the K. B. P., checking, and afterwards 
capture his B. with K. Kt. 

6. Castles. 6. P. takes P. (ch.) 

7. K. to R.'s sq. 7. K. B. to his 3d. 

The situation here is remarkable, and it is scarcely possible 
to conceive, at first sight, how such a position could occur at 
the sixth move of the game. 

Black has all his Pawns, while on your side there is a 
startling deficiency ; it was from this circumstance that Ber- 
tin and Stamma distinguished the opening as the " Three 
Pawns' Gambit." At this point Philidor observes that Black 
must win, and in this opinion he is seconded by Ercole Del 
Rio (Lolli, p. 369) ; but Allgaier, on the other hand, re- 
marks, — " With equally good players, however, White's 
game is not so irredeemably lost as Philidor makes it." In- 
stead of 7. B. to K. B.'s 3d, Black may play 7. Q. P. two, 
or 7. B. to K.'s 2d, for the result of which see the Variation. 

8. K. Kt. to K.'s 5lh. 8. B. takes Kt. (best). 
For your 8th move, Philidor gives P. to K.'s 5th, pursuing 
the game as follows : — 

8. P. to K.'s 5th. 8. Q. P. two. 

9. P. takes B. 9. K. Kt. takes P. 

10. B. to Q. Kt.'s3d. 10. Q. B. to K.'s 3d. 

11. Q. P. two. 11. Kt. to K.'s 5th. 

12. Q. B. to K. B.'s 4th. 12. K. B. P. two. 

13. Q. Kt. to Q.'s 2d. 13. Q. to K.'s 2d. 

14. Q. B. P. two. 14. Q. B. P. one. 

15. P. takes Q. P. 15. P. takes P. 

16. Q. R. to Q. B.'s sq. 16. Q. Kt. to B.'s 3d. 

17. Q. Kt. takes K. Kt. 17. K. B. P. takes Kt. 

18. Kt. takes K. R. P. 18. Castles on King's side. 

(Kt. to K.'s 5thj for your 18th move, seems to be at least as good as tak 
ing the Pawn.) 

19. Q. to her 2d. 

Philidor now makes Black play 19. K. R. P. one, and White answers with 
20. Q. R. to Q B.'s 5th ; but, as the " Handbuch" remarks, he ovtr- 
looks the fact that White might win by 20. B. takes K. R. P. 
9. Q. to K. R,'s 5th. 9. Q. to K.'s 2d (best). 

10. R. takes K. B. P. 10. Q. to her B.'s 4th. 

11. R.toK.B.'sSth(d'blech.)ll. K. to his 2d. 

12. Q. P. two. 12. Q. takes P. (best), 
[f he play 12. Q. takes B., you proceed thus : — 



318 



CHESS FOR WINTER EVENINGS. 



13. Q. 61) K.'s 8th (ch.) 13. K. to Q.'s 3d. 

14. Q. takes B. (ch.) 

Followed by Q. Kt. to R.'s 3d, and Q. B. to Q.'s 2d, &c. 



13. Q. B. checks. 

14. Q. Kt. to Q.'s 2d. 

15. Q. to K. B.'s 7th. 

16. Q. B. to K.'s 3d. 

17. K. to Kt.'s 2d. 

18. Q. to her 5th (ch.) 

19. Q. to K. B.'s 7th (ch.) 



13. K. to Q.'s 3d (best), 

14. K. Kt. to B.'s 3d. 

15. Kt. takes K. P. 

16. K. Kt. to his 6th (c.i.l 

17. Q. takes B, 

18. K. to his 2d, 

19. K. to Q.'s 3d. 



Drawn game. 



Variation, beginning at Black's 1th move. 

BLACK. 




At this stage Black nas at his disposal several moves 
beside the one of 7. B. to his 3d, adopted in the preceding 
game. The most impoi'.ant of these are 7. Q. P. two, and 



THE CUNNINGHAM GAMBIT. 319 

7. B. to K.'s 2d. In the first place let us see the effect of 7 
Q. P. two. 

7. Q. P. two. 

8. B. takes P. 8. K. Kt. toB.'s 3d. 

If you take the P. with P., Black retires his B. to B.'s 3d and 
has a safe position. 

9. B. takes K. B. P. (ch.) 9. K. takes B. 

[f instead of so playing you take B. with Kt., he also Idkes 
B. with Kt., but you may play 9. K. B. to Q. Kt.'s 3d, with 
the following result : 

9. B. to Q. Kt.'s 3d. 9. Kt. takes K. F, 

10. Q. to K.'s 2d. 10. ■ Q. to K.'s 2d. 

11. B. takes B. P. (ch.) 11. K. to B.'s sq. 

12. Q. takes K. R. P. 12. Kt. to Kt.'s 6th (ch.) 

13. K. to Kt.'s.2d. 13. Kt. takes K. R. 

14. Q. takes I^. B. 14. Q. takes Q. 

15. Kt. takes Q. 15. K. takes B. 

16. K. takes Kt. 

Black has obviously the advantage. 

10. Kt. takes K. B. 10. K. R. to B.'s sq. 

11. Q. P. two. 11. K. to Kt.'s sq. 

If, thinking to win a Piece, you advance the K. P. to K.'s 5th, 
Black will check atQ.'s4th, and, on your interposing the Kt. 
as your best move, he will play Kt. to K. R.'s4th. 

12. Q. B. to K. Kt.'s 5th. 12. K. Kt. takes K. P. 

13. B. takes Q. 13. R. takes R. (ch.) 

14. Q. takes R. 14. Kt. to his 6th (ch.) 

15. K. takes P. 15. Kt. takes Q. (ch.) 

He has the better game. 
Referring again to the diagram, let us now see the proba- 
ble consequences of Black's playing 7. B. to K.'s 2d. 
7. B. to K.'s 2d. 
8. B. takes B. P. (ch.) 8. K. takes B. 

He may decline taking the Bishop, and then you pursut 
the game thus, — 

8. K. to B.'s sq. 
9. Kt. to K.'s 5th. 9. K. Kt. to B.'s 3d. 

10. K. B. to Q. Kt.'s 3d. 10. Q. to K.'s sq. 

11. K. Kt. to B.'s 7th. 11. K. R. to Kt.'s sq. 

12. P. to K.'s 5th. 12. Q. P. two. 

13. P. takes Kt. 13. P. takes P. 

14. B. takes Q. P. 

You have a v/inning position. 



320 CHESS FOK WINTER EVENINGS. 

9. Kt. to K.'s 5th (d'ble ch.) 9. K. to his 3d (best). 

10. Q. to K. Kt.'s 4th (ch.) 10. K. takes Kt. 

11. Q. to K. B.'s 5th (ch.) 11. K. to Q.'s 3d. 

12. Q to her 5th. 

And wms. 



GAMES IN ACTUAL PLAY. 

ILLUSTRATIVE OF THE CUNNINGHAM GAMBIT. 

GAME I. 
Between two memhers of the Berlin Chess Club. 
IVTiite (V. H. d. L.) Black (M. J.) 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. Kt. to B.'s 3d. 3. K. B. to K.'s 2d. 

4. K. B. to Q. B.'s 4th. 4. B. to K. R.'s 5th (ch.l 

5. K. Kt. P. one. (a) 5. P. takes P. 

6. Castles. 6. P. takes P. (ch.j 

7. K. to R.'s sq 7. K. B. to B.'s 3d. 

8. Kt. to K.'s 5th. 8. B. takes Kt. 

9. Q. to K. R.'s 5th. 9. Q. to K.'s 2d. 

10. R. takes K. B. P. 10. Q. to her B.'s 4th. 

11. R. to K. B.'s 8th (d'ble ch.) 11. K. to his 2d. 

12. Q. P. two. 12. Q. takes P. (6) 

13. B. to K. Kt.'s 5th (ch.) 13. K. Kt. to B.'s 3d. (c) 

14. B. takes Kt. (ch.) 14. P. takes B. 

15. Q. to K. B.'s 7th (ch.) 15. K. to Q.'s 3d. 

16. Q. Kt. to B.'s 3d. 16. R. takes R. 

17. Q. takes R. (ch.) 17. K to B.'s 3d. 

18. Q. to her Kt.'s 4th. 18. Q. P. two. 

19. B. to Kt.'s 5th (ch.) 19. K. to. Kt.'s 3d. 

20. Kt. mates. 

NOTES TO GAME I. 
(_a) The correct reply is 5. K. to B.'s sq., as shown in the preoeiliii, 
tariations. 

(6) The best move. 

(c) K. to Q.'s 3d is the proper play. 



GAME II. 

Between V. Bilguer and Mr. Mayet. 
White (V. B.) Black (Mr. M.) 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3 K. Kt. to B.'s 3d. 3. K. B. to K.'s 2d. 

4. K. B. to Q. B.'s 4th. 4. B. checks. 



THE SALVIO GAMBIT. 821 

5 K. Kt. P. one. 5. P takes P. 

6. Castles. 6. P. takes P. (ch.) 

7. K. to R.'s sq. 7. Q. P. one. (a) 
6. B. takes K. B. P. (cli.) 8. K. takes B. 

9. Kt. takes B. (dis. ch.) 9. K. Kt. to B.'s 3d. 

10. Q. P. two. (6) 10. Q. B. to K. R.'s 6th. 

11. R. to K. B.'s 3d. 11. B. to K. Kt.'s 5th (c) 

12. R. takes Kt. (ch.) 12. Q. takes R. 

13. Q. takes B. 13. Q. to K. B.'s 8th fch.) 

14. K. takes P. 14. Q. takes Q. B. 

15. Q. Kt. to B.'s 3d. 15. Q. takes R. 

16. Q. to K. B.'s 5th (ch.) 16. K. to his sq. (d) 

17. Q. to Q. B.'s 8th (ch.) 17. K. to his 2d. 

18. Q. takes P. (ch.) 18. K. to his sq. 

19. Q. to B.'s 8th (ch.) 19. K. to B.'s 2d. 

20. Q. takes P. fch.) 20. K. to his sq. 

21. Kt. to K. B.'s 5th. 

And must win. 



NOTES TO GAME II. 
(a) Q. P. two is far better. 

(6) If White checks at K. R.'s 5th, Black's answer is K. to Kt.'s sq, 
(c) Q to her 2d is a better move. 

(^d) He must lose equally if the K. goes to his 2d. (e. g.) 
16. K. to his 2d. 

17. Kt. to Q.'s 5th (ch ) 17. K. to Q.'s sq. 

18. Q. to K. Kt.'s 5th (ch ) 18. K. to B.'s sq., or (A.) 
•19. Q. takes Kt. P. 19. Q. Kt. to R 's 3d. 

20. Q. takes R. (ch ) 20. K. to Q.'s 2d. 

21. Q. takes R., and wins. 

(A.) 
18. K. to Q.'s 2d. 

19. Q. to K.'s 7th (ch.) 19. K. to B.'s 3d. 

20. Q takes P. (ch.) and wins. 



LESSON III. 

THE SALVIO GAMBIT. 

So called from having first appeared in the Treatise ol 
Salvio, 1604, is, properly speaking, like the Cochrane Gam- 
bit, a variation of the defence of the King's Gambit, which 
springs from the second player advancing his K. Kt. P. to 
Kt.'s 5th, at the 4th move, in place of posting the K.'s Bishop 



322 OHFSS FOR WINTER EVENINGS. 

at K. Kt.'s 2d. This method of defending the Gambit 1 have 
always regarded as somev/hat hazardous, because it permits 
the first player to adopt the Muzio attack ; but the situations 
arising from it are of singular interest and instruction. 

The principal works which have treated of this opening 
are Salvio ; Cozio (1st vol. p. 35) ; Ponziani (1782), p. 126 ; 
Cochrane (1822), pp. 171—175; Silberschmidt (1845), pp. 
70—98; Lewis (1844), pp. 338—343; Kassim (1829); 
Jaeniscli, vol. ii. p. 233; Walker (1846), p. 205; and the 
German " Handbuch." 





GAME THE FIRST. 




White. 




Black. 


1. 


K. P. two. 




1. K. P. two. 


2. 


K. B. P. two. 




2. P. takes P. 


3. 


K. Kt. to B.'s 3d, 




3. K. Kt. P. two. 


4. 


K. B. to Q. B.'s 


4th. 


4. P. to K. Kt.'s 5th. 


5. 


Kt. to K.'s 5th. 




5. Q. to K. R.'s 5th (ch.) 



If, at your 5th move, instead of so playing, you leave the Kt. 
to be taken, the opening becomes the celebrated Muzio 
Gambit, which, with 5. B. takes K. B. P. (ch.), will form 
the subject of a separate Lesson. It would be bad play for 
Black to move Kt. to R.'s 3d, before checking with his Q., 
because you could at once castle, and regain the given Pawn. 

6. K. to B.'s sq. 6. K. Kt. to B.'s 3d. 

It is this move of Black that constitutes the Salvio defence, 
of which, however, Salvio was not the originator, he having 
talcen the variation from some Portuguese Avork, now un- 
known. It is not considered so advantageous a mode of 
defending the game as playing 6. Kt. to K. R.'s 3d, a move like- 
wise indicated by Salvio, and the consequences of which 
shall be examined in the next game. 

7. Q. to K.'s sq. (best). 7. Q. takes Q. (ch., best) 
If you venture to take the K. B. P. at your 7th move with 
the Kt., Black replies with 7. Q. P. two, and gains two 
Pieces for his Rook. If you take it with the Bishop, the 
following variation proves that the game will be also in his 
favour : — 

7. B. takes K. B. P. fch.) 7. K. to his 2d (best;. 

8, B. to Q. Kt.'s 3d. 8. Q. P, one. 



THE SALVIO GAMBIT. 323 

9. Kt. to Q.'s 3d. 9. Kt. to K. R.'s 4th 

10. Q. to K.'s sq 10. P. to K. Kt.'s 6th. 

11. K. to Kt.'s sq 11. K. B. to K. Kt.'s aJ. 

12. Q. B. P. one. 12. Q. to K. Kl.'s 4th. 

Black has the better game. 

8. K. takes Q. &. Kt. takes K. P. 

lie may also play 8. Q. P. one, as follows : — 

8. Q. P. one. 

9. Kt. takes B. P. 9. P. to Q 's 4th. 

10. B. takes Q. P. 10. Kt. takes B. 

11. Kt. takes K. R. 11. Kt. to K. B.'s 3d. 

12. Q. P. one. 12. B. to K. Kt.'s 2d. 

13. Q. B. P. one. 13. B. takes Kt. 

14. B: takes P. • 14. Q. B. P. one. 

15. Q. Kt. to Q 's 2d. 

The game is about equal. 

9. B. takes K. B. P. (ch.) 9. K. to his 2d (best). 

10. B. to K. R.'s 5th. 10. P. to K. Kt.'s 6th. 
Philidor makes you play 10. B. to Q. Kt.'s 3d, but the mova 
in the text, which is Ponziani's, is acknowledged to be better. 

11. K. R. P. one. 11. Q. P. one. 

12. K. Kt. to Q.'s 3d. 12. K. B. to R.'s 3d. 

13. Q. Kt. to B.'s 3d 13. Kt. takes Kt. 

Tf he retire his Kt., you play B. to K. B.'s 3d, and if he then 
move Q. B. P. one, by moving Q. Kt. to K.'s 2d, you recover 
die P. with a better position. 



14. 


Q. P. takes Kt. 


14. 


R. to K. B.'s sq. 


1.5. 


R. toK. B.'ssq. 


15. 


Q. B. to K. B.'s 4th. 


16. 


Kt. takes P. 


16. 


B. takes Kt. 


17. 


B. takes B. 


17. 


K. R. to K. Kt.'s sq, 


18. 


B. takes Q. P. (ch.) 


18. 


P. takes B. 


19. 


R. takes B. 


10. 


K. R. to Kt.'s 2d. 



You have a Pawn more and an advantage in j)osition. 

GAME THE SECOND. 
WTiite. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B P. two. 2. P. takes P. 

3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 

4. B. to Q. B.'s 4tb 4. P. to K. Kt.'s 5ih. 



324 CHESS FOR WINTER EVENINGS. 

5. Kt. to K.'s 5th. 5. Q. to K. Jl.'s 5th (ch,) 

6. K. to B.'s sq. 6. K. Kt. to R.'s 3d. 
Black's present move is decidedly superior to that of Kt. to 
K. B.'s 3d. If in lieu of playing so, or 6. Kt. to K. B.'s 3d, 
he move 6. P. to K. B.'s 6th, we have the Cochrane Gambit, 
wliich see. 

7. Q. P. two. 7. P. to K. B.'s 6th. 
Tliis is Black's best move ; if he play instead 7. Q. P. one, 
\ou have the advantage, for example — 

7. Q. P. one. 

8. Kt. to Q's3d. 8. P. to K. B.'s 6th. 

9. K. Kt. P. one. 9. Q. to K 's 2d (bestV 
] 0. Q. Kt. to B.'s 3d. > 10. Q. B. P. one. 

11. K. R. P. one. 11. K. B. P. two. 

12. Q. B. takes Kt. 12. B. takes B. 

13. P. takes K. B. P 13. Q. B. takes P. 

14. P. takes K. Kt. P. 14. Q. B. takes Kt. (ch.) 

1 5. Q. takes B. 

You must win. 

8. P. takes P. 8. Q. P. one. 

Instead of taking the Pawn here, you may move 8. Q. B. to 
K. B.'s 4th, or 8. B. takes K. Kt. For the result of these 
moves, see Variation, and you can play likewise 8. K. Kt. 
P. one, or 8. Q. to K.'s sq., as shown in the following ex- 
amples. In the first place — 

8. K. Kt. P. one. 8. Q. to K. R.'s 6th (ch.) 

9. K. to B.'s 2d. 9. Q. to K. Kt.'s 7th (ch.) 

10. K. to his 3d. 10. K. B. P. two. 

(This move of Black's we find in Silberschmidt ; Salvio, Cozio, and Pon- 
ziani, play 10. K. B. P. one,, which is much inferior) 

11. K. to Q.'s 3d. 11. P. takes P. (ch.) 

;If you play 11. P. takes K. B. P., he first dislodges your Kt. with the 
Q. P., and then takes P. with Kt., checking ; and if you move 11 
Q. Kt. to B.'s 3d, he answers with 11. Q. B. P. one, and afterwardu 
12. Q. P. one.) 

12. K. takes P. 12. Q, P. two (ch.) 

13. B. takes Q. P. 13. P. to K, B.'s 7th (dis ch.> 

He has the better game. 

fn the second place — 

8. Q. to K.'s sq. 8. Q. takes Q. (ch.) 

9. K. takes Q. 9. P. takes K. Kt. P. 
TO. R. to K Kt.'s sq. JL Q. P. one. 



THE SALVIO GAMBIT. 



825 



1. Kt. to Q.'s 3(1. 


11. K. Kt. tohissq. 


2. R. takes P. 


12. K. R. P. two. 



His game is superior to yours. 

9. Kt. to Q.'s 3d. 9. K. Kt. P. takes P. 

If in lieu of retreating the Kt., you take his Kt. with Q 
he takes your Kt. with Q. P. 

10. K. Kt. to K. B.'s 2d 



10. 



11. 


Kt. takes B. 


11 


12. 


K. to B.'s 2d. 


12 


13. 


K. to his 3d. 


13 


14. 


K. to B.'s 4th. 


14 



B., 



R.'s 6th 



Q. B. to K. 

(ch.) 
Q. takes Kt. (ch.) 
Q. to Kt. s 7th (ch.) 
Kt. to his 5th (ch.) 
B. to R.'s 3d (ch.) 
And he mates you in two moves. 



Variation, heginning from Whitens 8ih move. 

BLACK. 




326 CHESS FOR WINTER EVENINGS. 

8. Q. B. to K. B.'s 4th. 8. P. takes P. (ch.) 

It was before observed that you could also play 8. Q. B= 
takes K. Kt. ; let us suppose this move — 

8. B. takes K. Kt. 8. P. takes P. (ch.) 

9. K. takes P. 9. B. takes B. 

10. Kt. takes K.B P. 10. R. to K. B.'s sq. 
Black will ^> in. 
(Il you take the B. P. with B., checking, instead of with the Kt., he 
moves K. to his 2d, and soon gets the better game.) 

9. K. takes P. 9. P. to Q.'s 3d. 

10. B. takes K. Kt. 10. B. takes B. 

11. Kt. to Q.'s 3d. 11. Q. to R.'s 6th (-h.) 

12. K. to B.'s 2d. 12. Q. to K.'s 6th (ch.) 

13. K. to B.'s sq. 13. P. to Kt.'s 6th. 

He has a fine attack. 



LESSON IV. 

THE COCHRANE GAMBIT. 

This is a modification of the defence introduced by Saivio, 
which we have just examined, and consists in the second 
player's advancing the P. to K. B.'s 6th, before playing out 
the K. Kt. either to B.'s 3d, or to R.'s 3d. The most im- 
portant authorities upon these Gambits are Cochrane (1822), 
pp. 268 — 276 ; Lewis, in whose valuable treatise are incor- 
porated the chief variations of Ghulam Kassim (1844), pp. 
308 — 343 ; Calvi, in " Le Palamede" (1844) ; Jaenisch, vol. 
ii., pp. 233 — 239 ; and the German " Handbuch." See also 
an interesting article on the Cochrane Gambit, by V. H. der 
Laza, in the " Chess-Player's Chronicle," vol. v., pp. 317 — 
339. 

GAME THE FIRST. 
White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. Kt. to B.'s 3d. 3. K Kt. P. two. 



THE COCHRANE GAMBIT. 327 

4. B. to Q. B.'s 4lh. 4. P. to K. Kt.'s 5th. 

5. Kt. to K.'s 5th. 5. Q. to K. R.'s 5th (ch.) 

6. K. to B.'s sq. 6. P. to K. B.'s 6th. 

In the previous Gambit you will remennber Salvio advances 
this P. one move later, that is, after his K. Kt. is moved to 
B.'s 3d, or R.'s 3d sq. 

7. Q. P. two. 7. P. takes K. Kt. P. (ch.» 

best.) 
Instead of 7. Q. P. two, you have the choice of several moves. 
You may play B. takes K. B. P. (ch.) ; K. Kt. P. one ; and 
Kt. P. takes P. ; each of which will form the subject of a 
separate game. (See Games Second, Third, and Fourth.) 

If instead of any one of these you play 7. Q. to K.'s sq., 
he takes P. with P. (ch.), and then moves Q. to K. R.'s 6th, 
with a better game than you have. There is another move 
too at your command, viz., 7. Kt. takes K. B. P. the conse- 
quences of which it may be well to show at once. Suppose, 
then, — 

7. Kt. takes K. B. P. 7. K. Kt. to B.'s 3cl. 

8. Kt. takes R. 8. Kt. takes K. P. 

9. Q. to K.'s sq. 9. P. takes Kt. P. (ch.) 

10. K. takes P. 10. Q. to R.'s 6th (ch.) 

11. K. to Kt.'s sq. 11. B. to Q. B.'s 4th (ch.) 

And he must win. 

When at your 7th move you advance the Q. P., Black, 
instead of taking the Kt. P. (ch.), may play 7. K. Kt. to B.'s 
3d, to which "you can reply 8. Q. Kt. to B.'s 3d, and if he 
attempt to dislodge your Kt. by 8. Q. P. one, you may play 
9. Kt. takes takes K. B. P., without danger. For the conse- 
quences of his playing at his 7th move K. Kt. to R.'s 3d, his 
best move in the opinion of Jaenisch, see Game the Second 
of the Salvio Gambit, in which the same position is more 
safely brought about by — 





1. K. P. two. 


1. 


K. P. two. 




2. K. B. P. two 


2. 


P. takes P. 




3. K. Kt. to B.'s 3d. 


3. 


K. Kt. P. two. 




4. K. B. to Q. B.'s 4th. 


4. 


P. to K. Kt.'s 5th 




5. Kt. to K.'s 5th. 


5. 


Q. checks. 




6. K. to B.'s sq. 


6. 


K. Kt. to R.'s '3d. 




7. Q. P. two. 


7. 


P. to K. B.'s 6th. 


8. 


K. takes P. 




8. Q. to R.'s 6th (ch.) 


9. 


K. to Kt.'s sq. 




9. K. Kt. to R.'s 3d 



328 CHESS FOR WINTER EVENINGS. 

9. K. Kt. to B.'s 3d would be less advantageous for him 
for example — 

9. K. Kt. to B.'s 3d. 
10. Kt. takes K. B. P. 10. Q. P. two. 
(If he play instead, 10. R. to Kt.'s sq., you move Kt. to his 5th ; if 10. 
Kt. takes K. P., you answer with Q. tc K.'s 2d ; and finally, if he play 
10. P. to K. Kt.'s 6th, you can reply with Kt. to his 5th, or K. B. to hiy 
sq., having the better game.) 

11. K. B. to his sq. 11. Q. to K. R.'s 5th. 

12. Kt. takes R. 12. Kt. takes K. P. 

13. Q. to K.'s 2d. 13. K. B. to Kt.'s 2d. 

(If 13. P. to Kt.'s 6th, you take the P., and when he retakes, checking, 
you interpose the K. B.) 

14. Q. B. P. one. 14. P. to K. Kt.'s 6th. 

15. P. takes P. 15. Q. takes P. (ch.) 

16. Q. to K. Kt.'s 2d. 

You should win. 

10. Q. to her 3d. 10. Q. takes Q. 

[n this gambit if you take the Kt. with your Q. B., he attains 



an irresistible position. 1 


Should you at your 10th move play 


Q. Kt. to B.'s 3d, he does the same, and will maintain the P. 


You may, however, move 10. K. B. to his sq., in which case 


this variation is probable 


:— 


10. B. to his sq. 


10. Q.'to R.'s 5th. 


11. B. takes Kt. 


11. B. takes B. 


12. Q. takes P. 


12. B. to K.'s 6th (ch.) 


13. K. to Kt.'s 2d. 


13. Q. takes Q. (ch.) 


14. Kt. takes Q. 


14. B. takes Q. P. 


He has an easy game. 


11. P. takes Q. 


11. Q. P. one. 


12. B. takes Kt. 


12. B. takes B. 


13. Kt. takes K. B. P 


13. B. to K.'s 6th (ch.) 


14. K. to Kt.'s 2d. 


14. R. to B.'s sq. 


15. R. to B.'s sq. 


15. B. takes Q. P. 


He 


ought to win. 



The merit of working out these latter variations is due to 
Messrs. Henderson, Williams, and Withers, three skilful 
amateurs of the Bristol Chess Club, who devoted much 
■jme and attention to the analysis of this brilliant gambit. 



THE COCHRANE GAMBIT, 



329 



GAME THE SECOND. 

BLACK, 




The diagram represents the position of the men up to the 
6th move of the preceding game. In this and the next twc 
games, White deviates from the former, by not playing Q. P. 
two on his 7th move. 



White. 



Black. 



7. B. takes K. B. P. (ch.) 7. K. to his 2d, 

8, P, takes P. 8. Q. P. one. 

If at your 8th move you play Q. to K.'s sq., he takes P, with 
P, (ch.), and then moves Q, to K. R.'s 6th. If 8. K, Kt. P. 
one, he checks with his Q. at R.'s 6th, and then moves K. 
Kt. to B.'s ?d, with a fine attack. And if instead of these, 
you play 8. K. B. takes Kt., the following variation shows ii 
i will be to your disadvantage. 

8. K. B. lakes Kt. 8. R. takes B. (best). 

9. P. takes P. 9. Q. P. one. 

15 



330 CHESS FOR WINTER EVENINGS. 

10. Kt. takes P. 10. B. takes Kt. 

11. P. takes B. 11. R. takes P. 

He has the better game. 

9. B. takes Kt. 9. P. takes Kt. 

10. B. to Q. B.'s 4th. 10. P. takes P. 

11. Q. takes P. 11. B. to K. R.'s 6th (ch.) 

12. K. to Kt.'s sq, 12. Q. to K.'s 8th (ch.) 

13. B. to B.'s sq. 13. R. checks. 

And wins. 



GAME THE THIRD. 

(Place the men again as on the diagram.) 

White. Black. 

7. K. Kt. P. one 7. Q. to R's 6th (ch.) 

8. K. to B.'s 2d (best). 8. K. Kt. B.'s 3d. 

9. Q. P. one. 9. Q. P. one. 

You might here play 9. K. to his 3d, or 9. Q. Kt. to B.'s 3d, 
for the result of which see Variations I. and II. If instead 
of these you preferred 9. B. takes B. P. (ch.), a few moves 
will show the game would be unfavorable for you. (e. g.) 

9. B. takes B. P. (ch.) 9. K. to his 2d. 

10. B. to Q. Kt.'s 3d. 10. Q. to Kt.'s 7th (ch.) 

11. K. to his 3d. 11. B. to K. R.'s 3d (ch.) 
x2. K. to Q.'s 3d. 12. R. to K. B.'s sq. 

Black has the advantage. 

10. Kt. takes K. B. P. 10. P. to Q.'s 4th. 

11. Kt. takes R. 11. Q. to Kt.'s 7th (ch.) 

If in place of taking the R. you take Q. P. with B., he first 
checks with his Q. and then takes B. with Kt. ; or if you 
take the Q. P. with K. P., he can also first check with the 
Q., and then take your Kt. with K., regardless of the check 
by discovery when you play P. to Q.'s 6th. 

Q. Kt. to B.'s 3d. 

K. takes Kt. 

Kt. takes B. 

B. to K. R.'s 3d (ch.) 
B.'s 7th, winning. 



12. 


K. to his 3d. 12, 


13. 


Kt. to B.'s 7lh. 13. 


14. 


B. takes Q. P. (ch.) 14. 


15. 


P. takes Kt. 15, 




And then P. to K. B.'s 7 



THE COCHRANE GAMBIT. 331 

Variation I., hegiiming at White'i 9tJi move. 
White. Black. 

9. K. to his 3d. 9. B. to K. R.'s 3d (ch.) 

10. K. to Q.'s 3d. 10. Q. P. one. 

If you move 10. K. to Q.'s 4th, you have a still worse game. 

11. Kt. takes K. B. P. 11. P. to Q.'s 4th. 

12. B. takes Q. P. 12. Kt. takes B. 

13. Kt. takes B. 13. Kt. to Q. Kt.'s 5th (ch.) 
If you take the R. instead of the B., he plays his Q. to K. 
R.'s 4th. 

14. K. to B.'s 4th. 14. Q. takes Kt. 

15. K. takes Kt. 15. Q. Kt. lo R.'s 3d (ch.) 

16. K. to B.'s 3d. 16. Q. to her B.'s 3d (ch.) 

17. K. to Q.'s 3d. 17. Kt. to his 5th (ch.) 

18. K. to K.'s 3d. 18. Kt. takes Q. B. P. (ch.) 

Black must win. 

Vaaiation II., ieginning at Whitens 9th move. 

White. Black. 

9. Q. Kt. to B.'s 3d. 9. Q. to Kt.'s 7th (ch.) 

10. K. to his 3d. 10. B. to K. R.'s 3d (ch.) 

11. K. to Q.'s 3d. 11. Q. Kt. to B.'s 3d. 

If you play 11. K. to Q.'s 4th, the consequences are equally 
disastrous. 

12. Kt. takes K. B. P. 12. Q. Kt. to his 5th (ch.; 
Instead of taking the B. P. with your Kt., you may play 12 
B. takes P. (ch.), or 12. Kt. takes Q. Kt., but with even less 
advantage than by the move in the text. 

13. K. to Q.'s 4th. 13. Q. to B.'s 7th (ch.) 

14. K. to his 5th. 14. Q. P. one (ch.) 

15. K. takes Kt. 15. Q. to her 5th (eh.) 

And Black wins. 

GAME THE FOURTH. 

(Arrange the men again according to the diagram.) 

White. Black. 

7. K. Kt. P. takes P. 7. K. Kt. to B.'s 3d. 

8. Q. P. two. 8. Q. P. one. 



332 CHESS FOR "WINTER EVENINGS. 

Instead of 8. Q. P. two, you have a variety of moves a 
command. For the most important of these, viz., 8. B. takes 
K. B. P. (ch.), 8. Kt. takes K. Kt. P., 8. Q. to K.'s 2d, 
8. Q. to K.'s sq. and K. R. P. one, see Variations I., II., III., 
and IV. 



9. Kt. takes K. Kt. P. 




9. Q. to R.'s 6th (ch,) 


10. K. to his sq. 




10. Kt. takes Kt. 


If you play 10. K. to B.'s S 


2d, your defence ivill be less pro 


longed, (e. g.) 






10. K. to B.'s 2d. 


10. 


B. takes Kt. 


11. P. takes B. 


11. 


Kt. takes Kt. P. (c .) 


19. K. to his sq. 


12. 


Q. to Kt.'s 7th. 


13. R. to K. B.'ssq. 


13. 


B. to K.'s 2d. 


14. B. to K.'s 2d. 


14. 


B. to K. R.'s 5th (ch.) 


15. K. to Q.'s 2d. 


15. 


Kt. to B.'s 7th. 


Blact 


: 3hoa 


Id win. 


11. P. takes Kt. 




11. B. to K.'s 2d. 


12. R. to B.'s sq. 




12. B. checks. 


13. K. to Q.'s 2d. 




13. Q. B. takes P. 


14. B. to K.'s 2d. 




14. K.B. to Kt.'s 4th (ch.) 


15. K. to his sq. 




15. Q. to R.'s 5th (ch.) 


16. R. toK. B.'s 2d. 




16. K. B. takes Q. B. 


17. Q. takes B. 




17. Q. B. takes K. B. 


18. K. takes B. 




18. Q. takes K. P. (ch.) ' 


19. Q. to K.'s 3d. 




19. Q. takes Q. (ch.) 



He has a Pawn more and no inferiority of position. 

Variation I., beginning at White's 8t.h move. 

(See next diagram.) 
White. Black. 

8. B. takes K. B. P (ch.) 8. K. to his 2d. 

9. B. to Q. B.'s 4th. 9. Q. P. one. 
10. Kt. to Q.'s 3d. 10. P. takes P. 

If you play 10. Kt. to K. B.'s 7th, he replies with 10. P. 
takes P., and if-lD. Kt. takes Kt. P. the following moves are 
orobable : — 

10. Kt. tnkes Kt P. 10. Kt. takes Kt. 

11. P. takc's Kt. 11. B. to K. Kt.'s 2d. 

12. K. R. P one. 12. R. to B.'s sq. (ch.) 

13. K. to his 2d. 13. R. to B.'s 7th (ch.) 

He has a winning position 



THE COCHRANE GAMBIT. 



333 



11. Kt. to K. B.'s 2d. 11. Q. B. K. R's 6th (eh.) 

12. Kt. takes B. 12. Q. takes Kt. ,^ch.) 

13. K. to his sq. 13. Kt. takes K. P. 

His attack is irresistible. 

BLACK. 




Variation II., beginning at Whitens 8l.h move. 

(See diagram, as above.) 

White. Black. 

8. Kt. takes K. Kt. P. 8. Kt. takes Kt. 

U at move 8 you take K. B. P. with Kt., he answers with 
8 Q. P. two, and speedily obtains a winning game. 

9. P. takes Kt. 9. Q. to R.'s 6th (ch.) 
10. K. to his sq. 10. Q. P. two. 

Should 5^ou play 10. K. to his B.'s 2d, Black replies with 
10. Q. Kt. to B.'s 3d ; if then you move 11. Q. B. P. one, he 
plays 11. B. to K.'s 2d, and wins: or if at the 11th move 



334 CHESS FOR WINTER EVENINGS. 

you play Q. to K. B.'s 3d, he can exchange Queens, and then 
win by checkmg with his Kt. at K.'s4th. 

11. B. to K.'s 2d. 11. Q. to R.'s 5th (ch.) 

12. K. to B.'s sq. 12. K. R. P. two. 

He has an excel.ent game. 

Varintion III., heginning at WMte's 8th move. 
(See the diagram, as before.) 
Wliite. Black. 

8. Q. to K.'s 2d. 8. Q. P. one. 
You can also move 8. Q. to K.'s sq. ; for example, 

8. Q. to K.'s sq. 8. Q. to R.'s 6th (ch.) 

9. K. to his 2d. 9. Q. P. one. 

10. Kt. takes K. Kt. P. 10. Kt. takes Kt. 

11. P. takes Kt. 11. B. takes P. (ch.) 

12. K. to B.'s 2d. 12. K. B. to K.'s 2d. 

13. Q. to K.'s 3d. 13. K. B. checks. 

14. K. to Kt.'s sq. 14. Q. B. to K. B 's 6th. 

You cannot save the game. 

9. Kt. takes K. B. P. 9. P. takes P. 

You may here play 9. Kt. takes K. Kt. P., and proceed thua . 
9. Kt. takes K. Kt. P. 9. Kt. takes Kt. 

10. P. takes Kt. 10. Q. B. takes P. 

11. Q. to B.'s 2d (best). 11. Q. B. to R.'s 6th (ch.) 

12. K. to his 2d. 12. Q. takes K. P. (ch.) 

13. Q. to K.'s 3d. 13. Q takes Q. (ch.) 

14. P. takes Q. 14. Q. Kt. to B.'s 3d. 

He has the better game. 

10. Q. to K. B.'s 2d. 10. Q. B. to R.'s 6th (ch.) 

12. K. to his sq. 12. Q. takes K. P. (ch.) 

13. K. to Q.'ssq. 13. Q. takes B. 

Pie must win. 



Variation IV., heginning at Whitens 8tJi move. 
(Once more marshal the men according to the diagram.] 

White. Black. 

S. K R. P. one. 8. P. takes K. R. P. 

9. Q. to K.'s sq. 9. Q. to K. Kt.'s 4th. 

Instead of 9. Q.. to K.'s sq., you can pl^ 9. Q. P. two, oi 
9. Kt. takes K. B. P. For example, in the first place, — 



THE COCHRANF GAMBIT. 305 

9. Q. P. two. 9. Q. P. one. 

IC. Kt. to Q.'s 3d. 10. Kt. to K. R.'s 4th. 

11 Q. to K.'s sq. 11. Kt. to Kt.'s 6th (ch.) ^ 

12. K. to Kt.'s sq. 12. R. to K. Kt.'s sq. 

13. K. to R.'s 2d. 13. Kt. to K.'s 7th. 

Winning easily. 

In the second place, 
9. Kt. takes K. B. P. 9. Q. P. two. 

JO. B. takes Q. P. 10. Kt. takes B. 

11 Kt. takes R. 11. Q. to Kt.'s 6 th. 

12 R. to K. Kt.'s sq. 12. P. to K. R.'s 7th. 

13. R. takes Q. 13. P. to R.'s 8th (becoming a Q.^ 

14. R. to Kt.'s sq. 14. B. to R.'s 6th (ch.-) 

Your game is gone. 

10. Kt. to his 4th. 10. Kt. takes Kt. 

11. P. takes Kt. 11. Q. takes P. 

12. Q. to K.'s 2d. 12. K. R. P. two. 

13. Q. Kt. to B.'s 3d. 13. R. to K. Kt.'s sq. 

14. K. to his sq. 14. B. to K.'s 2d. 

Vou might also exchange Queens, but that would unite his 
Pawns, and improve his game. 

1.5. Kt. to Q.'s 5th. 15. Q. to R.'s 5th (ch.) 

16. K. to Q.'s sq. 16. Q. B. P. one. 

17. Kt. to Q. B.'s 7th (ch.) 17. K. to Q.'s sq. 

18. Kt. takes Q. R. 18. Q. P. two. 
'9. Q. to K.'s sq. 19. P. takes B. 

And wins. 

An attentive consideration of the foregoing examples will 
\ead you to the conclusion, I think, that the Salvio defence, 



O J\.- IVL. LU t>. OU 4 



K. P. two' p. takes p. ' K. Kt. P. two ' P. to K. Kt.'s 5th' 

p. Kt. to K. Sth f. K. to B. sq. « Q. P. two ., . f 

'-"• Q. toR. 5th(ch)' "• Kt. toK. R. 3d' P. ,to K. B. 6th' ''"'*'' 

Cochrane, which varies from it in the transposition of Black's 
6th and 7th moves, 6. ^■^^:f-,^,7. ^^J^-rT.^' i« ^ «^fe 
and trustworthy method of opposing the King's Gambit, and 
that the danger to be apprehended by the first player, in 
advancing his Pawn to K. Kt.'s Sth, on the 4th move, is not 
ihat his opponent should play the Kt. to K.'s 5th, and admit 
of the Salvio or Cochrane defence, but that he should leave 
his Kt. to be taken, and adopt the powerful and almost 
indefensible attack'of the Muzio Gambit. * 



33G 



CHESS FOR WINTER EVENINGS. 



GAMES IN ACTUAL PLAY. 

ILLUSTRATING THE SALVIO AND COCHRANE GAMBITt). 

GAME L 
Between Messrs. V. H. der Laza and Hanstein of Berlin. 



White (Mr. H.) 

1. K. P. two. 

2. K. B. P. two. 

5. K. Kt. to B.'s 3d. 
4. K. B. to Q. B.'s 4th. 

6. Kt. to K.'s 5th. 

6. K. to B.'ssq. 

7. Q. P. two. 

8. K. Kt. P. one. 

9. K. to B.'s 2d. 

10. K. to his 3d. 

11. Kt. to Q.'s 3d. 

12. Kt. to K. B.'s 4th. 

13. K. to Q.'s 3d. 

14. Q. B. takes B. 

15. Q. Kt. to B.'s 3d. 

16. Q. B to Q.'s 6th. 

17. B. takes Kt. (ch.) 

18. K. R. P. one. 

19. B. takes Q. Kt. P. 

20. K. to his 3d. 

21. Q. to K. Kt.'s sq. 

22. Q. takes P. (ch.) 

23. Q. takes doubled P., and wins. 



Black (V. H. d. L.) 

1. K. P. two. 

2. P. takes P. 

3. K. Kt. P. two. 

4. P. to K. Kt.'s 5th. 

5. Q. to R.'s 5th (ch.) 

6. K. Kt. to R.'s 3d. 

7. P. to K. B.'s 6th. 

8. Q. to R.'s 6th (ch.) 

9. Q. to K. Kt.'s 7th (ch.) 

10. K. B. P. one. (a) 

11. K. Kt. to B.'s 2d. 

12. K. B. to K. R.'s 3d. 

13. B takes Kt. 

14. Q. B. P. one 

15. Castles. 

16. Q. Kt. P. two. 

17. R. takes B. 

18. P. to Q. Kt.'s 5th. 

19. Q. B. to R.'s 3d (ch.) 

20. Q. takes K. Kt. P. 

21. Q, to her B.'s 2d. 

22. R. to K. Kt.'s 2d. 



NOTE TO GAME I. 
vh; The proper move is that given by Silberschmidt, of K. B. P. t>A'«> 



GAME II. 

Between 3Iessrs, La Bourdonnais and Cochrane 



White (M. La B.) 

1. K. P. two. 

2. K. B. P. two. 

3. K. Kt. to B.'s 3d. 

4. K. B. to Q. B.'s 4tk 

5. Kt. to K.'s 5th. 

6. K. to B.'s sq. 

7. K. Kt. P. one. (a) 
B. K. to B.'s 2d. 



Blaclc (Mr. C.) 

1. K. P. two. 

2. P. takes P. 

3. K. Kt. P. two. 

4. P. 10 K. Kt.'s 5th. 

5. Q. to K. R.'s 5th (ch.) 

6. P. to K. B.'s 6th. 

7. Q. to K. R.'s 6th (cli) 

8. Q. to Kt.'s 7th (ch.) 



THE COCHRANE GAMBIT. 



337 



9. 


K. to his 3d. 


9. 


B. to K. R.'s 3d (ch..! 


10. 


K. to Q.'s 3d. 


10. 


Q. P. two. 


11. 


B. takes P. 


11. 


Q. Kt. to R 's 3d. 


12. 


Q. B. P. one. 


12. 


Q. B. P. one. 


13. 


B. takes K. B. P. (cli.^ 


1 13. 


K. to his 2d. 


14. 


K. B. to Q. Kt.'s 3d. 


14. 


Q. Kt. to B.'s 4lh (ch.j 


15. 


K. to B.'s 2d. 


15. 


Q. Kt. takes K. P 


16. 


Q. to K. B.'s sq. 


16. 


Q. B. to K B.'s 4th. 


17. 


Q. takes Q. 


17. 


Kt. to B.'s 7th (dis. ch ) 


18. 


P. to Q.'s 3d. 


18. 


P. takes Q. 


19. 


R. to K. Kt.'s sq. 


19. 


Q. R. to Q.'s sq. 


20. 


Q. B. takes B. 


20. 


K Kt. takes B. 


21. 


R. takes P. 


21. 


Kt. takes Q. P. 


22. 


Kt. takes Kt. 


22. 


B takes Kt. (ch.) 


23. 


K. to B.'s sq. 


23. 


K. R. to B.'s sq. 


24. 


Q. Kt. to Q.'s 2d. 


24. 


K. Kt. to B.'s 4th. 


25. 


K. B. to Q.'ssq. 


25. 


Kt. to K.'s 6th. 


26. 


K. R. to Kt.'s sq, 


26. 


B. to K. B.'s 8th. 


27. 


Q. Kt. P. one. 


27. 


K. R. to B 's 7th. 


28. 


R. takes B. 


28. 


Kt. takes R. 


29. 


Kt. takes Kt. 


29. 


Q. R. takes B. (ch.) 


30. 


K. takes R. 


30. 


R. takes Kt. (ch.) (b) 






And wins. 



NOTES TO GAME II. 
(n) Q. P. two is now considered to be the best move. 
(b) The termination is played with Mr. Cochrane's characteristic 
brilUancy. 



GAME III. 
From Cochrane's Treatise. 



White. 

1. K. P. two. 

2. K. B. P. two. 

3. K. Kt. to B.'s 3d. 

4. K. B. to Q. B.'s 4th. 

5. Kt. to K.'s 5th. 

6. K. to B.'s sq. 

7. Q. to K.'s sq. 

8. K. takes P. 

9. K. to his B.'s 2d. 

10. Q. P. two. 

11. B. takes B. P. (ch.) 

12. B. takes K. Kt. (a) 

13. K. Kt to Q. B.'s 4th. 

14. K. to Kt.'s sq. 

15. B. to K.'s 3d. 
IG. K. R. P. one. lb) 



Black. 

1. K.P. two. 

2. P. takes P. 

3. K. Kt. P. two. 

4. P. to Kt.'s 5th. 

5. Q. checks. 

6. P. to K. B.'s 6th. 

7. P. takes P. (ch.) 

8. Q. to K. R.-s 6th (ch.) 

9. K. B. to Kt.'s 2d. 

10. Q. P. one. 

11. K. to his 2d. 

12. R. takes B. 

13. Q. to K. B.'s 6th (ch.) 

14. B. takes Q. P. (ch.) 

15. P. to K. Kt.'s 6th. 

16. P. to Kt.'s 7th. 



338 CHESS FOR WINTER EVENINGS. 

17. K. R. to his 2d. 17. Q. B. takes K. R. P. 

18. Q. Kt. to Q.'s 2d. (c) 18. Q. to K. B.'s 8th (ch.) 

19. Kt. takes Q. 19. P. takes Kt. 

Becoming a Q., giving check, double check, and mate. 

NOTES TO GAME III. 

(a) If White check with his Q. B., Black interposes K. B. and wins Q 
[Usee. 

(5) He has no better move. 

(c) If the R. take the B., Black takes R. with Q., and presently vViiiG 
the adverse Q. Or if, instead of taking the B., White check with his Q. 
at K. R.'s 4th, Black moves K. to his square, and wins in a few moves. 



GAME IV. 
Between MM. Kieseriizlcij and Michelet. 





White, (M. M.) 




Black, (M. K.) 


1. 


K. P. two. 


1. 


K. P. two. 


2. 


K. B. P. two. 


2. 


P. takes P. 


3. 


K. Kt. to B 's 3d. 


3. 


K. Kt. P. two. 


4. 


B. to Q. B.'s 4tli. 


4 


P. toK. Kt.'s 5th. 


5. 


Kt. to K 's 5th. 


5. 


Q. checks. 


6. 


K. to B.'s sq. 


6. 


P. to K. B.'s 6th. 


7. 


Q. P. two. 


7. 


K. Kt. to B.'s 3d. 


8. 


Q. Kt. to B.'s 3d. 


8. 


K. B. to Kt.'s 2d. 


9. 


K. Kt. P. one. 


9. 


Q. to K. R.'s 6th (ch.) 


10. 


K. to B.'s 2J. 


10. 


Q. P. one. 


11. 


Kt. takes K. B. P. 


11. 


R. to B.'s sq. 


12. 


Kt. to K. Kt.'s 5th. 


12. 


Q. to K. Kt.'s 7th (ch.) 


1.3. 


K. to his 3d. 


13. 


B. to K. R.'s 3d. 


14. 


K. to Q.'s 3a. 


14. 


Q. Kt. to B 's 3d. 


15. 


Q. R. P. one. 


15. 


B. takes Kt. 


16. 


Q. B. takes B. 


16. 


Kt. takes K. P. 


17. 


Q. to K.'s sq. 


17. 


B. to K. B.'s 4th. 


18. 


Kt. takes Kt. 


18 


P. to K. B.'s 7th. 


19. 


Q. to K.'s 3d. 


19. 


K. to Q.'s 2d. 


20. 


B. to Q.'s 5th. 


20. 


Q. R. to K.'s sq. 


21. 


Q. R. to K. B 's sq. 


21. 


B. takes Kt. (ch.) 


22. 


B. takes B. 


22. 


R. to K. B.'s 6th. 


2,3. 


Q. akesR. 


23. 


P. takes Q. 


24. 


B. to B.'s 5th (ch.^ 


24. 


R. to K.'s 3d. 


2.5. 


P. to Q.'s 5th. 


25. 


Kt. to K.'s 4th (ch.) 


26. 


K. to Q.'s 4th. 


26. 


K. R. P. two. 


27. 


P. takes R. (ch.) 


27. 


K. to his sq. 


28. 


Q. B. to K. B.'s 6th. 


28, 


P. to K. R 's 5th. 


29. 


B. takes Kt. 


29. 


P. takes B. (ch.) 


30. 


K. takes P. 


30. 


R. P.. takes P. 


31. 


K to his B.'s 6th. and wins, 







THE MUZIO GAMBIT. 389 



LESSON V. 

THE MUZIO GAMBIT. 



In the two defences to the King's Gambit by Salvio and 
Cochrane just examined, when the second player for his 
fourth move advances his P. to K. Kt.'s 5th, attacking the 
Knight, White replies by moving his Knight to King's 5th, 
subjecting himself, as was shown, to a counter-attack, irom 
which escape without loss is diflicult if not impracticable. 
From this circumstance, apparentlyj originated the concep- 
tion of the " Muzio Gambit," wherein the first player instead 
of removing the attacked Knight boldly abandons him, and 
by castling is enabled to bring an almost overwhelming array 
of forces to the immediate assault of the adverse King. 

The earliest knowledge of this magnificent variation, the 
most daring and brilliant, and at the same time, as modern 
discoveries have shown, the most sound and enduring method 
of attack yet known, is derived from Salvio (Trattato deW 
Inventione et Arte Liberale del Gioco di Scacchi. Naples, 
1604), to whom it had been communicated by Signor Muzio 
as occurring in casual practice between Don Geronimo Cascio 
and another player. " Diro un' altro modo di Gambitto, il 
quale mai fu pensato, e per quanto mi venne riferito dal 
Signor Muzio, d'Alessandro, gentiluomo di molto garbo, e 
del Giuoco molto intendente ; succede col Signor Don Gero- 
nimo Cascio, cosi gran giuocatore, con un' altro giuocatore 
casualmente." 

The chief works to be consulted upon the Muzio Gambit 
are Sarratt, 1813 and 1821, p. 346 ; Ghulam Kassim, 1829 
Lewis, 1844, pp. 348-410 ; 'jaenisch, vol. ii., pp. 222-230 
Walker, 1846, pp. 173-194, and the German " Handbuch.' 

GAME THE FIRST. 
White. . Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. Kt. to B.'s 3d. 3, K. Kt. P. two. 

4. K. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th. 



340 CHESS FOR WINTER EVENINGS. 

In abandoning the Knight at this point you have the choice 
of three different methods of procedure. In the first place, to 
castle, which is the long established and ordinary mode of 
play. Secondly, to play youT Q. P. two squares, as given 
in Koch (Elementarhuch der Schachspielkunst, 8fC. Magde- 
burgh, 1828), and Ghulam Ys^^?,^\\\\ {An Analysis of llie Muzio 
Gambit, &fC. Madras, 1829). And lastly, as suggested by 
the late Mr. McDonnell, to play your Q. Kt. to B.'s 3d sq. 
Let us proceed to consider these moves in the order above 
given, commencing in the present Lesson with 5. Castles, 
and reserving 5. P. to Q.'s 4th, and 5. Q. Kt. to B.'s 3d for 
subsequent examination. 

5. Castles. 5. P. takes Kt. 

6. Q. takes P. (best). ^ 6. Q. to K. B.'s 3d (best). 
If instead of taking the P. you play 6. Q. P, two. Black 

speedily gains an advantage, (e. g.) 

6. Q. P. two. 6. Q. P. two. 

7. B. takes Q. P. 7. Q. B. to K. Kt.'s 5th 

8. R. to B.'s 2d. 8. Q. B. P. one. 

9. B. to Q. Kt.'s 3(1. 9. K. B. to Kt.'s 2J. 

10. Q. B. P. one. 10. K. B. to K. R.'s 3d. 

11. Q. Kt. to Q.'s 2d. U.K. Kt. to K.'s 2d. 

&c., &c. 
Until the appearance of Mr. Sarratt's work. Black's best 
defence, after you have taken the P. at move 6, was con- 
sidered to be 6. Q , to K.'s 2d, but that and 6. Q. P. one, and 
6. B. to K. R.'s 3d, have given place to the move in the 
text of 6. Q. to K. B.'s 3d, although the distinguished authors 
of the German " Handbuch" are of opinion that Black may 
adopt any one of the three former without disadvantage. 
The variations arising from them will be shown hereafter. 
(See Game the Fourth.) 

7. P. to K.'s 5th. 7. Q. takes K. P. 

If you play 7. Q. B. P. one, he replies Avith 7. Q. Kt. to 
B.'s 3d, and upon your advancing 8. Q. P. two, he takes it 
with his Kt. and has the better game. If you play 7. Q. P. 
one, he will answer with 7. B. to K. R.'s 3d, and maintain 
his advantage. Black's best move apparently is to take the 
Pawn; if he check with the Queen at Q. Kt.'s 3d, he takes 
her fiom the protection of his own King and drives yours to 
a safe refuge. 



THE MUZIO GAMBIT. 341 

8. Q. P. one. 8. K. B. to K. R.'s 3J. 

The eight opening moves here given are generally allow- 
ed to be the best both for attack and defence which this re- 
markable Gambit admits. 

Mr. McDonnell originated a variation on your 8th move 
of 8. Q. Kt. P. one ; for the consequences of which see Game 
the Third. 

If Black on his last move play 8. Q. Kt. to B.'s 3d, you 
reply with 9. Q. B. takes P., and will have an irresistible 
attack. 

Pie ma)?- play, however, 8. B. to Q. B.'s 4th (ch.), and 
afterwards 9. B. to K.'s6th, upon which you can take Bishop 
with B., and if his Queen retake, can play Q. to K. R.'s 5th, 
and then Q. Kt. to B.'s 3d, with an excellent game. 

9. Q. B. to Q.'s 2d. 9. K. Kt. to K.'s 2d. 
The best play for Black at move 9, whether you play 9. B. 
to Q.'s 2d or 9. Q. Kt. to B.'s 3d, appears to be 9. K. Kt. to 
K.'s 2d ; if he replies to both with that move, it is of course 
indifferent which you -play first. 

10. Q. Kt. to B.'s 3d. 10. Q. Kt. to B.'s 3d. 
Opinions are divided upon Black's 10th move, some players 
advocating the move now given, while others prefer the more 
defensive one of 10. Q. B. P. one, for the consequences of 
which see Game the Second. 

11. Q. R.to K.'s sq. 11. Q. to B.'s 4th (ch.) 

12. K. to R.'s sq. 12. Q. Kt. to Q.'s 5th. 
Black can also play 12. Q. P. one, but as the following train 
■)f moves will show, with less advantage. 

12. Q. P. one. 

13. Q. Kt. to Q.'s 5th 13. Q. Kt. to K.'s 4th. 

14. R. takes Kt. 14. P. takes R. 

15. Q. B. to Kt.'s 4th. 

You ought to win. 

13. R. takes Kt. (ch.) 13. K. takes R. 

He can also take the R. with his Q., as in the following :■— 

13. Q. takes R. 

14. Q. to K. R.'s 5th - 14. Kt. to K.'s 3d. 

15. Q. takes B. 15. Q. to K. Kt.'s 4th. 

16. Q. takes Q. 16. Kt. takes Q. 

17. Kt. to Q. Kt.'s 5th. 17. K. to Q.'s sq. 

18. Q B. to his 3d. 

Anrl von win. 



342 CHESS FOR WINTER EVENINGfS. 

14. Kt. to Q.'sSth (ch.) 14. K. to Q.'s sq. 

15. Q. to K. R.'s 5th. 15. Q. to K. B.'s sq. 

The German " Handbuch" and other authorities now 
pursue the game as follows : — 

16. Q. B. takes P. 16. B. takes B. 

17. R. takes B. 17. Kt. to K.'s 3d. 

18. Q. to K. R.'s 4th (ch.) 18. K. to his sq. 

19. Kt. to K. B.'s 6th (ch.) 19. K. to Q.'s sq. 

And the game is dismissed as drawn by perpetual check. I 
venture to think, however, it will not be difficult to show that 
with a slight variation in White's play he can win instead of 
draw the game. Let us suppose at move 16, instead of 
Q. B. takes P. that you play — 

16. Q. to K. R.'s 4th (ch.) 16. P. covers. 

If he play 16. B. to K. Kt.'s 4th, you take it, checking, and 
ought certainly to win ; and if he play K. to his sq., or Q. to 
K.'s 2d, you obviously mate on the move. 

17. Q. B. takes P. 17. B. takes B. 

If instead of taking the Bishop he play 17. B. to K. Kt.'s 2d, 
you win easily by 18. B. takes Q. B. P. (ch.), and 19. Q. 
takes Kt.; so also if he move 17. Kt. toK. B.'s 4th, you reply 
with 18. B. takes Q. B. P. (ch.), followed by 19. Q. to K. 
R.'s 5th, and 20. Kt. takes K. B. P. (ch.), &c.; and if, finally, 
at move 17, he play o .herwise, you can take B. with B., and 
his game is hopeless. 

18. R. takes B. 18. Kt. to Q. B.'s 3d. 

I believe he has no better move. If 18. Q. P. one, or 18. 
Q. B. P. one, or 18. Kt. to K.'s 3d, you can take K. B. P. 
with R., and the discovered check afterwards is fatal to him. 

19. R. takes K. B. P. 19. Q. to K.'s sq. 

Be has no way of averting the mate. 

20. R. to B.'s 8th (dis. ch.) 20. Kt. to K.'s 2d. 

21. Q. takes Kt. 

Mate. 



A 



THE MtJZIO GAMBIT. 



H43 



GAME THE SECOND. 
Varying from the preceding at Black's lOlh move. 

BLACK. 




WHITE. 

Ac this point in the prior game, Black played 10. Q. Kt. 
lO B. 6 3d : we have now to consider the effect of his moving 
10. Q. B. P. one, which seems generally preferred to the 
former. 

10. Q. B. P. one. 

11. Q. to her B.'s 4th (ch.) 
Kt. to K.'s 4th is not so strons: as 



11. Q. R. to K.'s s< 
Sarratt's move of 11. 
11. Q. R. to K.'s sq. 

12. K. to R.'s sq. 



12. Q. P. two. 



At this stage I believe an opportunity occurs for strengthen- 
."ng the attack which has been overlooked. Instead of retiring 
the King to Rook's sq., I would suggest 12. R. to K. B.'s 2d, 
by which you are enabled to double your Rooks at the propei 



344 CHESS FOR W.NTER EVENINGS. 

moment, and continue the assault with augmented force and 
effect. 

13. Q. to K. R.'s 5th. 13. Q. to her 3d. 

14. B. takes Q. P. 14. P. takes B. 

If he castle at his 14th move, the chief authorities recommend 
you to take the Kt. with your R. Black then takes the B, 
with P. as his best move. You take P. with Kt., he answers 
with Q. Kt. to B.'s 3d ; you must then take the P. with your 
Q,. B., and, after the exchange of Bishops he will take one 
of the Rooks with his Q., leaving you with a Q. and Kt. 
against two Rooks and two minor pieces. With the best 
play the game ought perhaps to be drawn. The German 
" Handbuch " remarks, that if Black castles at move 14, 
you can retire the B. to Q. Kt.'s 3d, not having a bad game. 
Should Black, at his 14th move, instead of castling or playing 
as in the text, move Q. to K. Kt.'s 3d, the game proceeds as 
follows : — 

14. Q. to K. Kt.'s 3d. 

15. R. takes Kt. (ch.) 15. K. takes R. 

{Yon may also play 15. Q. to K.'s 5th, and have an e.xcellent game. If 
he play 15. K. to Q.'s sq., you move 16. Q. to K.'s 5th, and on his 
interposing the Q. B. at Q.'s 2d, you can take 17. Q. B. with R., and 
K. R. with Q., and have a capital attack.) 

16. Q. to K.'s 5th (ch.) 16. Q. B to K.'s 3d (best). 

17. B. takes B. 17. B. to K Kt.'s 2d. 

(If he play 17. Q. Kt. to Q.'s 2d, you check, first with the Kt., then with 
the B., and afterwards take his K. R., having the better game. If he 
play 17. Q. to K. Kt.'s 2d, you may reply with 18. Q. to her B.'s 5th 
(ch.), and win ; and if 17. P. takes B., then you take his K. R., hav- 
ing the advantage, play as he can.) 

18. Q. to Q. B.'s 7th (ch.) 18. K. to B.'s 3d. 

^The German " Handbuch " advises you to play 18. Kt. to Q.'s 5th, which 
is a good move, but not so strong, I think, as the above. If Black now 
take the B. with his K., you play R. to K.'s sq. (ch.), and win ; if he 
play 18. K. to his sq., you take K. B. P. with B. ('ch), winning his Q. 
If he move 18. Kt. to Q.'s 2d, you take the Kt. (ch.), and then play R, 
takes P., winning easily.) 

19. Kt. to K.'s 4th (ch.) 

And he must give up his Q or be mated in two more moves. 

15. Kt. takes Q. P. 15. Q. Kt. to B.'s 3d. 

16. Q. B. to his 3d. 16. Q. to K. Kt.'s 3d. 

{t is not good, at your 16th move, to play 16. B. to Q. Kt.'s 



THE MUZIO GAMBIT. 345 

4tli, or Hi. R. takes Kt., because in the one case he would 
answer with 16. Q. Kt. takes B., and on your then taking Kt. 
with R., would move K. to Q.'s sq. ; and in the other case, 
of immediately taking off the Kt. with R,, he would first take 
R. with Kt., and when you played K. R. to K.'s sq., ho 
might castle, or attack your Q. with Q. B., having the bettei 
game. 

If at move 16, Black castle, or move his K. R., instead 
of playing Q. to K. Kt.'s 3d, you check with the Kt. at K. 
B.'s 6th, and have the advantage. He may, however, play 
16. K. to B.'s sq., whereupon you can take Kt. with Kt., 
afterwards capturing his K. R. His best play appears to be 
that in the text. 

17. R. takes Kt. (ch.) 17. K.to B.'s sq. 

This seems stronger for you than 17. Q. takes Q. Il Black 
play 17. Kt. takes R., you answer with Q. to K.'s 5th. 

The move now given for your 18th is Q. takes Q., and 
=ifter this exchange, with the best play on both sides, I do not 
.hink the game in your favor. In preference to repeating 
the leading variations from this point, all of which are well 
known, and may be found in Jaenisch, vol. ii. p. 228, 1 venture 
to subjoin a mode of carrying on the attack, which has at 
least the merit of novelty to recommend it, and which seems 
to present some points of interest. The following are the 
most important moves : — ■ 

18. R. to K.'s 8th (ch.) 18. K. takes R. 

19. Kt. to K. B.'s 6th (ch.) 19. K. to B.'s sq. 

If he play 19. K. to Q.'s sq., mate is inevitable in a few 
moves. (See the Variation.) 

20. Q. to her B.'s 5th (ch.) 20. Kt. to K.'s 2d (best). 
If he play K. to Kt.'s 2cl, you have, at the very least, a drawn 
game through the dangerous check by discovery. 

^ 21. R. to K.'s sq. 21. Q. B. to K.'s 3d. 

22. Kt. to Q.'s 7th (ch.) 22. Q. B. takes Kt. 

If, instead of taking the Kt., Black plays his K. to Kt.'s sq., 
or K.*s sq., you can, at least, draw the game by perpetual 
check. 

23. Q. takes Kt. (ch.) 23. K. to Kt.'s sq. 

24. Q. takes B. 24. Q. R. to K. B.'s sq. 

25. Q. takes Q. Kt. P. 

And the game is about even. 



346 CHESS FOR WINTER EVENINGS. 

As before remarked, I think the altack, in a majority of ihc 
variations which arise in this game, may be strengthened by 
your interposing the K. R. at move 12, instead of retreating 
the K. 



Variation ieginning at Black's 19ih move. 
White. Black. 

19. K. to Q.'s sq. 

20. Q. to her 5th (ch.) 20. K. to Q. B.'s 2d. 
If he move otherwise mate follows immediately. 

21. B. to K.'s 5th (ch.) 21. Kt. takes B. 

If he play 21. K. to Q. Kt.'s 3d, you will end the game more 
expeditiously, {e. g.) 

21. K. to Kt.'s 3d. 

22. Q. to Q. Kt.'s 3d (ch.) 22. K. to R.'s 3d. 

(If he move 22. K. to R.'s 4th, you mate in three moves. If he interpose 
the Kt., you take it, and then mate in three moves also.) 

23. Q. taB.'s 4th (ch.) 23. Q. Kt. P. tv^o (best). 

24. Q. takes Kt. (ch.) 

And you mate in three more moves. 

22. Q. takes Kt. (ch.) 22. K. to B.'s 3d (best). 

23. Q. to her 5th (ch.) 23. K. to Kt.'s 3d. 

K. to B.'s 2d is obviously fatal, from 24. Q. to B.'s 5th (ch.) 
&c. 

24. Q. to her 6th (ch.) 24. K. to R.'s 4th. 
If 24. K. to Kt.'s 4th, you will mate in three moves. 

25. Q. to her B.'s 5th (ch.) 25. K. to R.'s 3d. 

Should he play 25. Q. Kt. P. two, your reply may be 26. Q. 
R. P. two, with the object of afterwards advancing Q. Kt, 
P. two, and then mating with the P^ook or with the Queen. 

26. Q. to B.'s 4th (ch.) 26. Q. Kt. P. two. 

If he play 26. K. to R.'s 4th, then follow 27. Q. R. P. luo, 
and 28. Q. Kt. P. two. But if he move 26. K. to Kl.'s 
^d, you check with the Kt. at Q.'s 5th, and mate in two moit; 
moves. 

27. Q. to B.'s 6th (ch.) 27. K. to R.'s 4th. 
23. Q. R. P. two. 

And he cannot possibly save the game. 



THE MUZIO GAMBIT. 



347 



GAME THE THIRD. 
Varying from the former at White's 8th move. 

BLaCK. 




WHITE. 

8. Q. Kt. P. one. 8. Q. takes R. (best). 

This move o<' 8. Q. Kt. P. one, is a suggestion of Mr. Mc- 
Donnell's. L is ingenious, but much inferior to the ordinary 
course of 8. Q. P. one. 

Instead of capturing the R., Black may nlay 8. Q Kt. 
to B.'s .3d, and the following moves are probable : 
8. Q. Kt. to B.'s 3d. 
9. Q. Kt. to B.'s 3cl. 9. Q. Kt. to Q.'s 5th. 



10. Q. to K. B.'s 2d. 

11. K to R.'si 



10. K. B. to Q. B.'s 4tli. 

11. Kt. to K.'s3d. 



Black nas the better game. 

9. Q. Kt. to B.'s 3d. 9. K.B.toQ.B. s4tli (ch. 

10, K. to R.'s sq. 10. K. Kt. to K.'s 2d. 

11. Q. P. two. 11. B. takes Q. P. 



348 CHESS FOR WINTER EVENINGS. 

You may at move 11 play Q. takes doubled P., and proceed 
thus : — 

11. Q. takes P. 11. R. to K. B.'s sq. 

(The " Handbuch" suggests for Black U.K. B. P. two also.) 

12. B. takes K. B. P. (ch.) 12. K. to Q.'s sq. 

13. Q. P. two. 13. Q. P. two. 

14. Q. to K. R.'s 6th. 14. R. takes B. 

15. R. takes R. 15. Q. B. to Q.'s 2d. 

He ought to win. 

12. B. takes K. B. P. (ch.) 12. K. to Q.'s sq. 
If at move 12 you play Q. takes doubled P., he should, as 
his best, take Q. B. with Q. 



3. 


B. to Q.'s 2d. 


13. 


Q. takes R. (ch.) 


4. 


Q. takes Q. 


14. 


R. to K. B.'s sq. 


5. 


Q. takes P. 


15. 


B. takes Kt. 


6. 


B. takes B. 


16. 


Q. P. one. 



Black has the advantage. 

GAME THE FOURTH. 
Wldte. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 

4. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th. 

5. Castles. 5. P. takes Kt. 

- 6. Q. takes P. 6. K, B. to K. R.'s 3d. 

In the present game our attention must be directed to the 
effect of Black's playing, at his 6th move, K. B. to R.'s 3d, 
6. Q. P. one, and 6. Q. to K.'s 2d. For the two latter see 
Variations I. and II. 

7. Q. P. two. 7. Q. Kt. to B.'s 3d. 
Fou may also play, as proposed by the '' Handbuch," 7. P 
to K.'s 5th, or 7. Q. Kt. to B.'s 3d. 

8. Q. Kt. to B.'s 3d. 8. Kt. takes Q. P. 

If you move 8. Q. B. takes P., Black's reply will be 8. Q. 
to K. B.'s 3d. 

9. Q. to K. R.'s 5th. 9. Q. Kt. to K.'s 3d. 
10. Q. B. takes P. 10. B. takes B. 



THE MUZIO GAMBIT 349 



11 

12 
13 


. R. takes B. 11. Q. to K.'s2d. 
. B. takes Kt. 12. Q. P. takes B. 
. Q. R. to K. B.'s sq. 

You must win. 


Variation I., heginning 


at Black's 6th move. 


White. 


Black. 


• 


(I. K. P. two. 

2. K. B. P. tivo. 

3. K. Kt. to B.'s Sd. 

4. K. B. to Q. B.'s m. 

5. Castles. 
l6. Q. takes P. 




ri. K.P.two. 

2. P. takes P. 

3. K. Kt. P. two. 

4. P. to K. Kt.'s 5th 
.5. P. takes Kt. 

6. Q. P. one. 



Elis present move, as well as 6. B. to K. R.'s 3d, the Germar 
" Handbuch" observes, will certainly enable Black to brin^ 
about a drawn game. 

If he venture 6. Q. P. two, you can take the P. with 
your B., and if he then play Q. B. P. one, you should take 
the K. B. P. with B. (ch.), after which you would have a 
remarkably strong attack. 

7. Q. P. two. 7. B. toK. R.'s 3d. 

8. Q. B. takes P. 8. B. takes B. 

9. Q. takes B. 9. Q. to K.'s 2d. 

10. B. takes K. B. P. (ch.) 10. K. to Q.'s sq. 

11. P, to K.'s 5th. 

With a capital opening. 

Variation II., heginning at Black's 6th move. 

White. Black. 

1. K. P. two. (1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. Kt. to B.'s Sd. \ 3. K. Kt. P. two. 

4. K. B. to Q. B.'s 4ih. 4. P. to K. Kt.'s 5ih. 

5. Castles. LS- P. takes Kt. 
.6. Q. takes P. 6. Q. to K.'s 2d. 

The move of 6. Q. to K.'s 2d was first given, in this defence, 
by Salvio, and was long considered the best. It is now ac- 
knowledged to be inferior to 6. Q. to B.'s 3d, although the 
authors of the " Handbuch" consider, with good play, il 
ought to produce a drawn ffamp. 



350 CHESS FbR WINTER EVENINGS 

7, Q. P. two. 7. Q. Kt. to B.'s 3d. 

He might also play 7. K. B. to R.'s 3d, but with even less 
advantage. 

8. Q. takes P. . 8. Kt. takes Q. P. 

If you play 8. Q. B. P. one; he can reply with 8. Q. Kt. to 
K.'s 4th. You may, however, play 8. Q. B. takes P., and 
then the following variation is probable. 





8. Q. B. takes P. 


8. Kt. -bkes Q. P. 




9. Q to K. R.'s 5th. 


9. Kt. to K.'s 3d (best^ 




10. B. takes Kt. 


10. Q. P. takes B. 




11. B. to K.'s 5th. 


11. Q. to B.'s 4th (ch.) 




12. K. to R.'s sq. 


12. K. Kt. to R.'s 3d. 




13. Q. Kt. P. two. 


13. Q. to B.'s 5th. 




14. Q. Kt. to Q.'s 2d. 


14. Q. takes Q. B. P. 




15. B. takes R. 


15. Q. takes Kt. 




IG. Q. R. to Q,'ssq. 


16. Q. to K.'s 6th. 




17. B. to K. B.'s 6th. 






He has a bad game. 


9. 


B. takes K. B. P. 


(ch.) 9. K. to Q.'s sq. 


10. 


Q. Kt. to B.'s 3d. 


10. K. Kt. to R.'s 3d. 


11. 


Q. B. to K.'s 3d. 


11. Q. Kt. to K.'s 3d. 


12. 


K. B. takes Kt. 


12. Q. takes B. 


13. 


Q. Kt. to Q.'s 5th 


13. Q. P. one. 


14. 


Q. to K. R.'s 4th 


(ch.) 




You ought to win. 



GAME THE FIFTH. 
Koch and Ghitlam Kassim's Attack. 
White. Black. 

1. K.P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 

4. K. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th. 

5. Q. P. two.' 5. P. takes Kt. 

This ingenious departure from the customary way of pursu- 
ing the attack is given by Koch, who states that it was com- 
municaled to him by the late Lieutenant-Colonel Donop, who 
told him that, while Commander of Brussels, he often played 
at the Chess Club there with an Englishman, who usually 
adopted this move, and invariably won by it. Shortly aftel 



THE MUZIO GAMBIT. 351 

the puLlieation of Koch's book, Ghulam Kassim produced a 
more skilful and elaborate analysis of this attack, the whole 
of which will be found in Lewis's last treatise. 

6. Q. takes P. 6. Q. P. two. 

You may obtain a strong but hazardous attack by castling 
instead of taking the Pawn. Black plays the best move. If 
instead of advancing the Q. P., he move 6. Q. to K. B.'s 3d, 
you play on the K. P. If he attempt to protect the gambit 
P. by 6. B. to K. R.'s 3d, you castle and reduce the game to 
a regular Muzio. If he bring out his Q. Kt. you can take the 
P. withQ. B., and when he takes Q. P. with Kt. you should 
capture the K. B. P. with your B. (ch.), and you will have 
the better game. He has, however, also the choice of 6. Q. 
P. one, and 6. Q. to K. R.'s 5th (ch.), for which see Varia- 
tion II. 

7. K. B. takes Q. P. 7. Q. B. P. one. 

The authors of the German " Handbuch " suggest 7. K. Kt. 
to B.'s 3d for Black's 7th move, but they have not proved its 
validity ; let us suppose — 

7. K. Kt. to B.'s 3d. 

8. Castles. . 8. Kt. takes B. 

.^If he play 8. Q. B. P. one, you may first take the K. B. P. with the B. (ch.), 
and then move Q. B. P. one, having a deficiency in Pieces, but a 
strong attack. 

9. P. takes Kt. 9. Q. to K. B.'s 3d. 

;He might also play 9. K. B. to Q.'s 3d, but you would obtain a strong 
position by first checking with the R. and then playing Q. B. P. two.) 

10. B. takes P. 10. Q. takes Q. P. (ch.) 

fYou might, at your 10th move, instead of giving up the Q. P., play Q. 
to K.'s 4 h (ch.), and then take the P. with Q. B.) 

11. B. to K.'s 3d. 11. Q. to K. R.'s 5th. 

12. Q. Kt. to Q.'s 2d. 12. K. B. to Q.'s 3d. 

13. Q. takes K. B. P. (ch.) 13. K. to Q.'s sq. 

14. Kt. to K. B.'s 3d. 

And you must win. 

8. B. to Q. Kt.'s 3d. 8. Q. takes Q.. P. 

You may likewise play 8. B. takes K. B. P. (ch.) Sec 
Variation I. 

9. Q. B. takes P. 9. K. Kt. to B.'s 3d. 

If he take Q,. Kt. P. you can play 10. Q.. to K. R.'s 5th. 

10. Q. Kt. to Q.'s 2d. 10. Q. B. to K. Kt.'s 5th. 

11. Q. to K. Kt.'s 3d. 11. K. Kt. takes P. 



352 



CHESS FOR WINTER EVENINGS. 



He may at move 11. playQ. 
reply with 12. Q. B. P. one, 

12. Q. B. P. one. 

13. P. to K.'s 5th. 

14. P. takes Kt. 



Kt. to Q.'s 2d, upon w-hich you 
and then proceed as follows :— 

11. Q. Kt. to Q.'s 2d. 

12. Q. to her B.'s 4th. 

13. Castles. 

14. Kt. takes P. 

(Black can draw the game by checking first with his Rook at mcvs 14. 
and then with the Bishop at K.'s 7th, on the next move.) 

15. B. to K.'s 3d. 15. R. to K.'s sq. 

16. Kt. to Q. B.'s 4th. 

The game is equal. 

12. Q. Kt. takes Kt. 12. Q. takes Kt. (ch.) 

If you play 12. Q.. takes B., he can then play 12. Q. to K 
B.'s 7th (ch.), and 13. Q. takes Kt. (ch.), followed by 14 
Kt. to K. B.'s 7th (ch.), &c. 

13. K. to Q.'s 2d. 

You have the better game. 



Variation I., heginning at White's 8th 

BLACK. 




i 



THE MUZIO GAMBIT. 353 

In the previous example you adopted the safei course of 
retreating the B. to Q. Kt.'s 3d ; you may, however, acquire 
a very powerful attack by sacrificing the Bishop at this junc- 
ture. 

8. B. takes K. B. P. (eh.) 8. K. takes B. 

9. Q. B. takes P. 9. K. Kt. to B.'s 3d. 

You may also take the P. with your Q. (ch.), in which case 
he will interpose his K. Kt. and have the better game. (e. g.) 

9. Q. takes P (ch.) 9. K. Kt. to B.'s 3d. 

Clf he mterpose the Q. you can check at Q. B.'s 7th, and get the advai. 
tage.) 

10. P. to K.'s 5th. 10. K. B. to Kt.'s 2d. 

11. Castles. 11. K. R. to K. B.'s sq. 

12. Q. to K. R.'s 4th. 12. K. to Kt.'s sq. 

'Should you take the Kt. instead of playing your Q. to K. R.'s 4ih, hie 
best move is K. to Kt.'s sq.) 

13. Q. B. to K. Kt.'s 5th. 13. Q. Kt. to Q.'s 2d. 

14. Q. Kt. to B.'s 3d. 14. K. R. P. one. 

Black must win. 

10. Q. B. P. one. 10. Q. B. to K. Kt.'s 5th 

I prefer Black's game. 
The latter variations serve to demonstrate that the sacrifice 
of the Bishop at move 8. is not so good as retreating him to 
Q. Kt.'s 3d. I am not sure, however, that your proper move 
after 8. B. takes K. B. P., and 8. K. takes B., is not 9. Q. to 
K. R.'s 5th (ch.), at least, as far as my examination goes, you 
obtain a more enduring attack than by the other methods, and 
I regret that the very limited space I have now at command, 
forbids the insertion of the variations. 



Variation II., ieginning at Black's 6th 7nove. 
White. Black. 

1. K. P. two. CI. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. Kt. to B.'s U. \ 3. K. Kt. P. two. 

4. B. to Q. B.'sUh. I 4. P. to K. Kt.'s 5th. 

5. Q. P. tioo. L5. P. takes Kt. 
1.6. Q. takes P. 6. Q. P. one. 

As was before observed, he may also play 6. Q. to K. R.'s 
5tli (ch.), and pursue the game as follows, — 

16 



354 CHESS FOR WINTER EVENINGS. 

6. Q. to K. R.'s 5th (ch.) 





7. K. Kt. P. one. 


7. Q. to 


K. R.' 


s6th. 




8. Q. B. takes P. 


8. K. B. 


P. one 






9. Q. Kt. to Q.'s 2(1. 












With an excellent 


t game. 




7. 


Castles. 


7. 


Q. 


toK. 


B.'s3cl. 


8. 


Q. Kt. to R.'s 3cl. 


8. 


Q. 


takes Q. P. (ch.) 


9. 


K. to R.'s sq. 


9. 


K. 


B. to 


R.'s 3d. 


10. 


Q. B. takes P. 


10. 


Q. 


to K. 


B.'s 3d. 


[f he 


play 10. Q. takes Q. Kt 


:. P., 


you get a 


speedier advan 


tage by 11. Q. Kt. to his 5th. 










11. 


Q. to K.'s 3d. 


11. 


Q. 


toK. 


Kt.'s 3d. 


12. 


P. to K.'s 5th. 


12. 


B. 


takes B. 


13. 


R. takes B. 


13. 


B. 


toK. 


's3d. 


14. 


P. takes Q. P. 










■♦ 


You have a 


capital attack. 





GAME THE SIXTH. 

McDonnell s Attack, 

White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P, 

3. K. Kt. to B.'s 3d. 3. K. Kt. P. two 

4. K. B. to Q. B.'s 4th. 4. P. to K. Kt.'s .5th. 

5. Q Kt. to B.'s 3d. 5. P. takes Kt. 

The move of 5. Q. Kt. to B.'s 3d, which Mr. McDonnell 
soaaetimes adopted instead of castling, at this stage of the 
opening, leads to many interesting combinations, but appears 
to be less advantageous to you than the old move of castling. 

6. Q. takes P. 6. Q. P. two. 

The sacrifice of this P. is recommended by La Bourdonnais. 
The " Handbuch " suggests that perhaps a simple defence 
might be adopted by playing 6. Q. P. one, and if you then 
take the gambit P. with Q., he might play 7. Q. B. to K.'s 
3d, a move which is inadmissible in the ordinary Muzio. 

He may also for his 6th move play Q. to K. B.'s 3d, as in 
the following fragment of a game between La Bourdonnais 
and McDonnell, the latter playing the attack. 

6. Q. to K. B.'s ad. 
7 Kt to Q.'s 5th. 7. Q. to K.'s 4th. 



THE MUZIO GAMBIT. 355 

8. Q. B. P. one. 8. B. to K. R.'g 3d. 

9. Q. P. two. 9. Q. to her 3 J. 

10. P. to K.'s 5th. 10. Q. to her B.'s 3d. 

11. B. to Q. Kt.'s 5th. 11. Q. to K. Kt.'s 3d. 

12. Kt. takes Q. B. P. (ch.) 

With a fine game. 

7. B. takes Q. P. 7. Q. B. P. one. 

8. B. to Q. Kt.'s 3d. 8. Q. B. to K.'s 3d. 
Vou may now get a lively but not very sound attack by play- 
ing as follows, instead of 8. B. toQ. Kt.'s 3d. 

8. B. takes K. B. P. (ch.) 8. K. takes B. 

9. Q. to K. R.'s 5th (ch.) 9. K. to Kt.'s 2d. 

(If at move 9. you play Q. P. two, he replies with 9. Kt. to K. B.'s 3d ; 
and if you then play 10. P. to K.'s 5th, he moves 10. K. B. to Kt.'a 
2d, and on yourtaking P. with Q. B., he plays 11. R. to K.'s sq., hav- 
ing a better game than you can boast.) 

10. Q. P. two. 10. Q. B. to K.'s 3d. 

11. Q. B. takes P. 11. Q. B. to K. B.'s 2d. 

12. B. to K.'s 5th (ch.) 12. Kt. to B.'s 3d. 

13. Q. to K. Kt.'s 5th (ch.) 13. Q. B. to K. Kt.'s 3d. 

He will soon be out of danger. 

9. B. takes B. 9. P. takes B. 

10. Q. to K. R.'s 5th (ch.) 10. K. to Q.'s 2d. 

11. Q. P. two. 11. Q. to K. B.'s 3d. 

12. P. to K.'s 5th. 12. Q. to K. B.'s 4th. 
You may castle at your 12th move, and proceed thus : — 

12. Castles. 12. Q. to K. Kt.'s 3d. 

13. Q. to Q. R.'s 5th. 13. Q. Kt. to R.'s 3d. 

14. B. takes P. 14. K. B. to Q. Kt.'s 5th, 

15. Q. to her R.'s 4th. 15. K. Kt. to K.'s 2d. 

He has the advantage. 

13. Q. to K. B.'s 3d. 13. K. B. to Q. Kt.'s 5th. 

14. Q. B. takes P. 14. K. Kt. to K.'s 2d. 

15. Castles on K.'s side. 15. B. takes Kt. 

16. P. takes B. 16, Q. Kt. to R.'s 3d. 

The game is in his favour. 
As the " Handbuch" remarks, these variations tend to prove 
Ihat Mr. McDonnell's move of 5. Q. Kt. to B.'s 3d is not so 
potent as the usual course of castling. 

Our examination of this beautiful Gambit would be im- 
perfect without some notice of a variation in the opening, 
*^here the first player, instead of abandoning the Knight at 





Black. 


1. 

2. 
3. 
4. 
5. 


K. P. two. 
P. takes P. 
K. Kt. P. two. 
P. to K. Kt.'s 5th. 
K. takes B. 



356 CHESS FOR WINTER EVENINGS. 

his 5th move, sacrifices his Bishop by taking the K. B. Pawn., 
checking. Tliis attack is not, strictly speaking, a part oi 
the Muzio Gambit, but it is so intimately associated with it 
that I think it better to consider them both under the same 
head. The chief writers who have considered this sacrifice 
appear to be Ercole del Rio (Lolli, p. 221); Sarratt, 1808; 
p. 76 ; Allgaier, tab. v. ; Lewis, 1843, p. 307 ; Walker, 
1841, p. 116, and the German "Handbuch." 

GAME THE SEVENTH. 
Wliite. 

1. K. P. two. 

2. K. B. P. two. 

3. K. Kt. to B.'s 3d. 

4. B. to Q. B.'s 4th. 

5. B. takes K. B. P. (ch.) 
This sacrifice is far less recommendable than giving up the 
Kt., the attack being weaker, and the defence sure, and not 
difficult to discover. 

6. Kt. to K.'s 5th (ch.) 6. K. to his sq. 

If he move as given by Greco, 6. K. to his 3d, you will 
win. (e. g.) 

6. K. to his 3d. 

7. Q. takes Kt. P. (ch.) 7. K. takes Kt. 

8. Q. to K. B.'s 5th (ch.) 8. K. to Q.'s 3d. 

9. Q. P. two. 9. K. B. to Kt.'s 2d. 

10. B. takes P. (ch.) 10. K. to his 2d. 

11. B. to K. Kt.'s 5th (ch.) 11. B. to B.'s 3d. 

12. Castles. 12. Q. to K. B.'s sq. 

13. Q. to K.'s 5th (ch.) 

And wins. 

7. Q. takes P. 7. K. Kt. to B.'s 3d. 

Lolli's ingenious but weaker defence consisted in now play- 
ing 7. Q. to K. B.'s 3d, and pursuing the game as follows : — ■ 

7. Q. to K. B.'s 3d. 

8. Q. to R.'s 5th (ch.) 8. K. to his 2d. 

9. Kt. to K. B.'s 7th. 9. Q. takes Kt. 

(You can also play 9. Q. Kt. to B.'s 3d.) 

10. Q. to K.'s 5th (ch.) 10. Q. to K.'s 3d (best). 

11. Q. takes R. 11. K. Kt. to B.'s 3d. 

ft wap formerly considered that the White Queen could now escape only 
oy some sacrifice, and Ponziani declared it to be impossible, after the 



THE MUZIO GAMBIT, 357 

move of ]1. Kt. to K. B.'s 3d, to save her. The German "Haiulbuch" 
shows, however, that she may be extricated without incurring any loss 
and remarks that it is not advisable, therefore, for Black to play with (he 
idea of winning her. 

12. Castles (best). 12. Q. P. one. 

13; Q. Kt. to B.'s 3d. 13. Q. B. P. one. 

14. R. takes K. B. P. 14. Q. Kt. to Q.'s 2d, 

15. Q. P. two. 15. Q. to K. B.'s 2d. 

16. P. to K.'s 5th. 16. P. takes P. 

17. P. takes P. 17. Q. Kt. takes P. 

18. Q. Kt. P. one. 18. Q. Kt. to K. Kt.'s 3d 

19. B. to Q. R 's 3d (ch.) 19. K. to his sq. 

20. R. takes K. Kt. 20. Kt. takes Q. 

21. R. takes Q. 21. Kt. takes R, 

22. R. to K.'s sq. (ch.) 

With a better game. 
It would thus appear that Lolli's move of 7. Q. to K. B.'s 3d, hoivever 
ingenious, is not so trustworthy a defence as 7. Kt. to K. B.'s 3d. J>st 
'IS now follow out the result of that mode of operation. 

8. Q. takes K. B. P. 8. Q. P. one. 

9. Kt. to Q. B.'s 4th. 9. Q. Kt. to B.'s 3d. 
10. Castles. 10. B. to K. Kt.'s 2d. 

* 11. Q. P. one. 11. Q. B. to K.'s 3d. 

12. Q. to K. Kt.'s 3d. 12. Q. to K.'s 2d. 

Your attack is exhausted. 



GAMES IN ACTUAL PLAY. 

ILLUSTRATIVE OF THE MTTZIO GAMBIT. 
{From the Cliess-Player' s Chronicle.) 

GAME I. 

Between 3Ir. Lewis and an Amateur of great skill 





White (Mr. L.) 


Black (Mr. — .) 


1. 


K. P. two. 


1. K. P. two. 


2. 


K. B. P. two. 


2. P. takes P. 


3. 


K. Kt. to B.'s 3d. 


3. K. Kt. P. two. 


4. 


K. B. to Q. B.'s 4th. 


4. P. to K. Kt.'s 5th 


5. 


Castles. 


5. P. takes Kt. 


6 


Q. takes P. 


6. K. B. to R.'s 3d 


7. 


Q. P. two. 


7. Q. to K.'s 2d. 


8. 


Q. B. takes P. 


8. Q. Kt. to B.'s 3d. 


9. 


Q. B. takes K. B. 


9. Kt. takes B. 


10. 


Q. to K. R.'s 5th. 


10. Q. to K. B.'s sq. 


11. 


K. R. to B.'s 6th. 


11. Q. to K. Kt.'s 2d. 



358 CHESS roR winter evenings. 

12. Q. takes Kt. 12. Q. takes Q. 

13. K. R. takes Q. 13. Q. Kt. takes Q. P. 

14. Q. Kt. to Q. R.'s 3d. 14. Q. B. P. one. 

, 15. K. R. to Q.'s 6th. 15. Kt. to K.'s 3d. 

16. Q. R. to Q.'s sq. 16. K. R. to K. Kt.'s sq. 

17. K. B. takes Kt. 17. K. B. P. takes B. 

18. Kt. to Q. B.'s 4th. 18. K. R. to K. Kt.'s 4th. 

19. K. to B.'s 2d. 19. K. to his 2d. 

20. Kt. to K.'s 3d. 20. Q. R. P. two. 

21. K. to his B.'s 3d. 21. Q. Kt. P. two. 

22. Kt. to K. Kt.'s 4th. 22. Q. R. to his 2d. 

23. K. to B.'s 4th. 23. K. R. to Q. B.'s 4th. 

24. Q. B. P. one. 24. P. to Q. Kt.'s 5th. 

25. P. takes P. 25. P. takes P. 

26. Kt. to K.'s 5th. 26. K. R. to Q. B.'s 7th. 

27. Q. R. P. two. 27. R. takes Q. Kt. P. 

28. K. R. takes Q. B. P. 28. R. to K. B.'s 7th (ch.) 

29. K. to his 3d. 29. R. to K. B.'s sq. 

30. Q. R. to Q. B.'s sq. 30. B. to Q. R.'s 3d. 

31. K. R. to Q. B.'s 7th. 31. R. takes R. 

32. R. takes R. 32. K. to Q.'s 3d. 

33. R. to Q. R.'s 7th. 33. K. takes Kt. 

34. R. takes B. 34. R. to Q. Kt.'s sq. 

35. R. to Q. R.'s 5t]i (ch.) 35. Q. P. two. 

36. P. takes P. 36. P. takes P. 

37. K. to Q.'s 3d. 37. R. to Q. B.'s sq. 

38. R. to Q. Kt.'s 5th. 38. R. to Q. B.'s 6th (ch.) 

39. K. to Q.'s 2d. 39. R. to Q. B.'s 5th. 

40. P. to Q. R.'s 5th. 40. R. to K. B.'s 5th. 

41. P. to Q. R.'s 6th. 41. R. to K. B.'s 7th (ch ) 

42. K. to Q.'s 3d. 42. R. to Q. R.'s 7th. 

43. R. takes Q. Kt. P. 43. R. takes Q. R. P. 

Drawn game. 

GAME II. 
Betvieen Mr. Szen, of Hungary, and V. H. der Laza, of the Berlin 
Chess Club. 

White (V. H. d. L.) Black (Mr. S.) 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 

4. B. 10 Q. B's 4th. 4. P. to K. Kt.'s 5th. 

5. Castles. 5. P. takes Kt. 

6. Q. takes P. 6. Q. to K. B.'s 3d. 

7. P. to K.'s 5th. 7. Q. takes K. P. 

6. P. to Q.'s 3d. 8. K. B. to K. R.'s 3d. 

9. Kt. to Q. B.'s 3d. 9. K. Kt. to K.'s 2d. 

10. Q. B. to Q.'s 2d. 10. Castles, (a) 

11. Q. R. to K.'s sq. 11. Q. to Q. B 's 4th (ch.) 



THE MCJZIO GAMBIT. 359 

12. K. to R.'ssq. 12. Q. B. P. one. 

13. Kt. to K.'s 4th. 13. Q. to K. B.'s 4th. 

14. Q. B. to his 3d. 14. B. to K. Kt.'s 2d 

15. Kt. to Q.'s 6th. 15. Q. to K. Kt.'s 4th. 

16. R. takes Kt. (b) 16. B. takes Q. B. (c) 

17. R. takes K. B. P. 17. R. takes R. 

18. B. takes R. (eh.) 18. K. to Kt.'s 2d. 

19. P. takes B. 19. Kt. to Q. R.'s3d. 

20. Q. takes K. B. P. 20. Q. takes Q. 

21. R. takes Q. 21. Kt. to Q. B.'s 2d. 

22. B. to Q. Kt.'s 3d. 22. Kt. to Q.'s 4th. 

23. B. takes Kt. 23. P. takes B. 

24. R. to B.'s 7th Cch.) 24. K. to Kt.'s sq. 

25. R. to K.'s 7th. ■ 25. Q. Kt. P. one. 

26. R. to K.'s 8th (ch.) 26. K. to Kt.'s 2d. 

27. R. takes B. 

And wins. 



NOTES TO GAME II. 

(a) Not considered 90 strong a move as 10. Q. B. P. one. 

(b) Well played. 

(c) Had he taken R. with Q., Wliite would have won a Piece by a! 
once playing Kt. to K. B.'s 5th. 







GAME III 






Between two Berlin players. 




White. 




Black. 


1. 


K. P. two. 


1. 


K. P. two. 


2. 


K. B. P. two. 


2. 


P. takes P. 


3. 


K. Kt. to B.'s 3d. 


3. 


K. Kt. P. two. 


4. 


K. B. to Q. B.'s 4th. 


4. 


P. to K. Kt.'s 5th. 


5. 


Castles. 


5. 


P. takes Kt. 


6. 


Q. takes P. 


6. 


Q. to K. B.'s 3d. 


7. 


P. to K.'s 5th. 


7. 


Q. takes P. 


8. 


Q. P. one. 


8. 


K. B. to R.'s 3d. 


9. 


Q. B. to Q.'s 2d. 


9. 


K. Kt. to K.'s 2d. 


10. 


Q. Kt. to B.'s 3d. 


10. 


Q. B. P. one. 


11. 


Q. R. to K.'s sq. 


11. 


Q. to B.'s 4th (ch.) 


12. 


K. to R.'s sq. 


12. 


Q. P. two. 


13. 


Q. to K. R.'s 5th. 


13. 


Q. to her 3d. 


14. 


K. B. takes Q. P. 


14. 


Castles. 


15. 


K. B. to Q. Kt.'s 3d. 


15. 


Q. to K. Kt.'s 3d. 


16. 


Q. to Q. B.'s 5th. 


16. 


K. Kt. to K, B.'s 4th. 


17. 


Q. B. takes P. 


17. 


K. B. takes B. 


18. 


K. R. takes B. 


18. 


K. Kt. to his 2d. 


19. 


Kt. to K.'s 4th. 


19. 


K. Kt. to K.'s 3d. 


80. 


B. takes Kt. 


20. 


Q. B. takes B. 



CHESS FOR WINTER EVENINGS. 



21. 


Kt. to B.'s 6th (ch.) 


21, 


, K. to Kt.'s 2d. 


22. 


R. takes B. 


22. 


P. takes R. 


23. 


Kt. to R.'s 5th (ch.) 


23. 


K. to R.'s 3d. 


24. 


R. takes R. 


24. 


Q. takes Kt. 


25. 


R. to B.'s 6th (ch.) 


25. 


K. to Kt.'s 2d. 


26. 


Q. mates. 


GAME IV 






Between Mr. 


Staunton and an Amateur. 




White (Mr. S.) 




Black (Mr. — ) 


1. 


K. P. two. 


1. 


K. P. two. 


2. 


K. B. P. two. 


2. 


P. takes P. 


3. 


K. Kt. to B.'s 3d. 


3. 


K. Kt. P. two. 


4. 


B. to Q. B.'s 4th. 


4. 


P. to K. Kt.'s 5th. 


5. 


Castles. 


5. 


P. takes Kt. 


6. 


Q. takes P. 


6. 


Q. to K. B.'s 3d. 


7. 


P. to K.'s 5th. 


7. 


Q. takes P. 


8. 


Q. P. one. 


8. 


K. B. to R.'s 3d. 


9. 


Q. Kt. to B.'s 3d. 


9. 


Q. B. P. one. 


10. 


Q. B. takes P. 


10. 


Q. to Q.'s 5th (eh.) 


11. 


K. to R.'s sq. 


11. 


B. takes B. 


J2. 


Q. R. to K.'s sq. (ch.) 


12. 


K. Kt. to K.'s 2d. 


13. 


R. to K.'s 4th. 


13. 


Q. to K. Kt.'s 2d. 


14. 


Q. takes B. 


14. 


Q. P. two. 


15. 


B. takes Q. P. 


15. 


P. takes B. 


16. 


R. takes Kt. (ch.) 


16. 


K. takes R. 


17. 


Kt. takes P. (ch.) 


17. 


K. to K.'s 3d. 


18. 


Q. to K.'s 4th (ch.) 


18. 


K. to Q.'s 2d. 


19. 


Q. to Q.'s 7th (ch.) 


19. 


K. to Q. B.'s 3d. 


20. 


Q. to B.'s 7th (ch.) 


20. 


K. takes Kt. 


21. 


Q. B. P. two (ch.) 


21. 


K. to Q.'s 5th. 


22. 


Q. to Q.'s 6th (ch.) 


22. 


K. to K.'s Gth. 


23. 


Q. to K. B. 4th (ch.) 


23. 


K. takes Q. P. 




White mates in two moves. 


• 




GAME V. 






From Ghulam Kassim. 




White. 




Blade. 


1. 


K. F. two. 


1. 


K. P. two. 


2. 


K. B. P. two. 


2. 


P. takes P. 


3. 


K. Kt. to B.'s 3d. 


3. 


K. Kt. P. two. 


4. 


B. to Q. B.'s 4th. 


4. 


P. to K. Kt.'s 5th» 


5. 


Q. P. two. 


5. 


P. takes Kt. 


6. 


Q. takes P. 


6. 


Q. P. two. 


7. 


B. takes P. 


7. 


K. Kt. to B.'s 3d. 


8. 


Castles. 


8. 


Kt. takes B. 


9. 


P. takes Kt. 


9. 


Q. to B.'s 3d. 



THE MUZIO GAMBIT. 



361 



10. 


Q. to K. 4th (ch.) 


10. K. to Q.'s sq. 


11. 


B. takes P. 


11. Q. to K.'s 2d. 


12. 


Q. to B.'s 3d. 


12. R. to Kt.'s sq. 


13. 


Kt. to Q.'s 2d. 


13. B. to K. Kt.'s 5th. 


14. 


Q. to B.'s 2d. 


14 Kt. to Q.'s 2d. 


15. 


Q. R. to K.'s sq. 


15. Q. to B.'s 3d. 


16, 


Kt. to K.'s 4th 


16. Q. to K. Kt.'s 3d. 


17 


Q. B. P. two. 


17. K. B. to Q.'s 3d. 


IS 


B. takes B. 


18. P. takes h. 


19. 


P. to Q. B.'s 5th. 


19. P. takes P. 


20. 


P. takes P. 


20. K. R. to K.'s sq. 


21. 


Kt. to Q.'s 6th. 


21. R. takes R. 


22. 


Q. takes R. 


22. K. to Q. B.'s 2d. 


23. 


Q. to her Kt.'s 4th. 


23. K toQ'ssq. 
White must win. 



GAME VI. 
Mr. Staunton gives Ms Queen's Hook. 
(Remove White's Q. R. from the board.) 



Wliite, (Mr. S.) 

1. K. P. two. 

2. K. B. P. two. 

3. K. Kt. to B.'s 3d. 

4. K. B. to Q. B.'s 4th. 

5. Q. P. two. 

6. Castles. 

7. B. takes K. B. P. (ch ) 

8. R. takes P. (ch.) 

9. P. to K.'s 5th. 

10. P. takes Kt. 

11. Q. to K. R.'s 5th. 

12. R. to K. B.'s 2d. 



Black, (Amateur.) 

1. K. P. two. 

2. P. takes P. 

3. K. Kt. P. two. 

4. P. to Kt.'s 5th. •■ - 

5. P. takes Kt. 

6. P. takes K. Kt. P. (a) 

7. K. takes B. 

8. Kt. to K. B.'s 3d. 

9. K. to Kt.'s sq. 

10. Q. P. two. 

11. Q. Kt. to B.'s 3d. 



Black surrendered. 



NOTE TO GAME VI. 
(a) Q. P. two, followed by Q. B. to K. Kt.'s 5th, would have beei 



Miter play. 



GAME VII. 

3£r. Staunton gives his Queen's Rook. 

(Remove White's Q. R. fiom the board.) 



White, (Mr. S.) 

1. K. P. two. 

2. K. B. P. two. 

3. K. Kt. to B.'s 3d. 



Black, (Mr. — .) 

1. K. P. two. 

2. P. takes P. 

3. K. Kt. P. two. 



'{62 CHESS FOR WINTER EVENINGS. 



4. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th. 

5. Q. P. two. 5. P. takes Kt. 

6. Q. takes P. 6. K. R. to K. R.'s 3d. [s) 

7. Castles. 7. Q. P. two. 

8. B. takes Q. P. 8. Q. B. P. one. 
f). B. takes K. B. P. (cla.) 9. K. takes B. 

10. Q. B. takes P. 10. K. B. takes B. 

11. Q. takes B. (ch.) 11. Kt. to K. B.'s 3d. 

12. P. to K.'s 5th. 12. Q. Kt. to Q.'s 2d. 

13. Q. Kt. to B.'s 3d. 13. R. to K.'ssq. 

14. Q. Kt. to K.'s 4th. 14. K. to Kt.'s sq. 

15. P. takes Kt. 15. K. to R.'ssq. 

16. P. to K. B.'s 7th. (6) 16. R. to B.'s sq. 

17. Q. to K. R.'s 6th. 17. Q. to K.'s 2d. 

18. Kt. to Kt.'s 5th. 18. Kt. to B.'s 3d.. 

19. K. R. P. one. (c) ~ 19. Q. B. to Q.'s 2d. 



20. R. takes Kt. 



And wins. 



NOTES TO GAME VII. 



(a) If Q. to B.'s 3d, White should advance P. to K.'s 5th. 

(b) Better than moving the Kt. either to Q.'s 6th or K. Kt.'s 5til. 

(c) Preferable to taking the Kt. immediately. 



GAME VIII. 
Between La Bourdonnais and McDonnell. 

White, (Mr. McD.) BlacJc, (M. La B.) 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 

4. K. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th. 

5. Q. Kt. to B.'s 3d. 5. P. takes Kt. 

6. Q. takes P. 6. K. B. to K. R.'s 3d. 

7. Q. P. two. 7. Q. Kt. to B.'s 3d. 

8. Castles. 8. Q. Kt. takes Q. P 

9. B. takes K. B. P. (ch,; 9. K. takes B. 

10. Q. to K. R.'s 5th (ch.) 10. K. to his Kt.'s 2d. 

11. Q. B. takes P 11. B. takes B. 

12. K. R. takes B. 12. K. Kt. to B.'s 3d. 

13. Q. to K. Kt.'s 5th (ch.) 13. K. to B.'s 2d. 

14. Q. R. to K. B.'s sq. 14. K. to his sq. 

15. K. R. takes Kt. 15. Q. to K.'s 2d. 

16. Q. Kt. to Q.'s 5th. 16. Q. to her B.'s 4th. 

17. K. to R.'s sq. 17. Kt. to K.'s 3d. 

18. K, R. takes Kt. (ch.) 18. P. takes R. 
i9 Kt. to B.'s 6th (ch.) 

And wins the Queen. 



THK ALLGAIBR GAMBIT. 368 

GAME IX. 

Mr. Staunton gives his Queen's Book. 

(Remove White's Q. R. from the board.) 

White, (Mr. S.) Black, (Mr. — .) 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. ' 2. P. fakes P. 

3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 

4. K. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th. 

5. B. takes K. B. P. (eh.) 5. K. takes B. 

6. Kt. to K.'s 5th (ch.) 6. K. to his sq. 

7. Q. takes P. 7. K. Kt. to B.'s 3d. 
3. Q. takes P. 8. Q. P. one. 

9. K. Kt. to B.'s 3d. 9. Q. Kt. to B.'s 3d. 

10. Q. P. two. 10. Q. to K.'s 2d. 

11. Castles. 11. Q. B. to Q.'s 2d. 

12. P. to K.'s 5th. 12. P. takes P. 

13. P. takes P. 13. K. Kt. to Q.'s 4th. 

14. Q. to K.'s 4th. 14. Q. B. to K.'s 3d. 

15. Q. B. to K. Kt.'s 5th. 15. Q. to her B.'s 4th (ch.) 
16 K. to R.'s sq. 16. Q. Kt. to his 5th. 

17. Q. B. P. two. 17. K. Kt. to Q. Kt.'s 3d. 

18. Q. Kt. P. one. 18. K. B. to K.'s 2d. 

19. K. Kt.to Q.'s 4th. 19. Q. B. to K. Kt.'s sq. 

20. B. takes K. B. 20. Q. takes B. 

21. K. Kt. to K. B.'s 5th. 21. Q. to her 2d. 

22. Q. to K. R.'s 4th. 22. Q. R. to Q.'s sq. 

23. Q. to K. B.'s 6th. 

And wins. 



LESSON VI. 



THE ALLGAIER, GAMBIT. 



In the preceding examples of the King's Gambit, White con- 
rinues his attack after 3. Kt. to K. B.'s 3d, by playing 4. K. B. 
to Q. B.'s 4th. There is, however, another not unimportant 
mode of operating at this point, and one which leads to situ- 
ations of remarkable interest, that is, to play 4. K. R. P. 
two, instead of 4. B. to Q. B.'s 4th. Black's best reply is 
held to be 4. P. to K. Kt.'s 5th, whereupon by your moving 
he endangered Knight to K.'s 5th, or to Kt.'s .5th, we arrive 
at the Allgaier Gambit, an opening once deemed invinciblej 



364 CHESS FOR WINTER EVENINGS. 

at least by Allgaier himself, who devoted much atttation <o 
its details, and which still possesses attractions for many 
players of eminence. 

The best authorities to compare upon this Gambit are 
Salvio (Ed. 1723), pp. 56, 58, 60 ; Greco (1784), p. 72 ; 
Cozio, 1st vol., pp. 48, 85, 98, 123, 165, 167, 172, 180, 
196, 329; Lolli, pp. 216, 219; Mosler, tab. vii. ; Allgaier, 
tab. vii.; Horny (1839), pp. 144—156; Lewis, (1844), 
pp. 286 — 288 ; La Bourdonnais, pp. 91, 93, 96, 101 ; " Poly- 
technic Journal" (September, 1841^ pp. 141 — 144; " Pala- 
mede" (1842), pp. 77— 117, 298—307; and the German 
'^Handbuoh." 

GAME THE FIRST. 
White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 

4. K. R. P. two. 4. P. toK.Kt.'s5th(best). 

5. Kt. to Kt.'s 5th. 5. K. R. P. one. 

The present game will be devoted to the examination of what 
follows your move of the Kt. to Kt.'s 5th, and the next to the 
effects of 5. Kt. to K.'s 5th. 

In answer to your move of Kt. to Kt.'s 5th, Black may 
play 5. K. R. P. two, 5. Q. P. two, and 5. K. B. P. one. 
For the two former see Variation L, the last may speedily be 
dismissed as bad. (e. g.) 

5. K. B. P. one. 

6. Q,. takes Kt. P. 6. K. R. P. two. 

7. Q. to K. B.'s 5th. 7. P. takes Kt. 

8. Q. to Kt.'s 6th v,':.h.) 8. K. to his 2d. 

9. Q,. takes P. (ch.) 9. K. to his sq. . 
10. Q. to K.'s 5th (ch.) 

Winning the Roolc, and having the better game. 

6. Kt. takes K. B. P. 6. K. takes Kt. 

7. Q. takes P. 7. K. Kt. to B.'s 3d. 
La Bourdonnais recommends for the defence 7. Q. to K. B.'s 
3d, but the authors of the " Handbuch " think it inferior : you 
can compare both. 

7. Q. to K. B.'s 3d. 

8. Q P. two. 8. Q. takes Q. P. 

9. Q. takes P. (ch.) 9. Q. to K. B.'s 3d. 

(A better move for him than 9. Kt. to B.'s 3d.) 



THE ALLGAIER GAMBIT. 365 

10. Q. to K. Kt.'s 4th. 10. Q. to K. Kt.'s 3J. 

11. B. to Q. B.'s 4th (ch.) 11. K. to Kt.'s 2d. 

12. Q. to K. B.'s 3d. 12. K. Kt. to B.'s 3d 

13. Q. Kt. to B.'s 3d. 13. K. B. to Q. Kt.'s 5th. 

14. B. to Q.'s 2d. 14. Q. P. one. 

Black's game is preferable. 

8. Q. takes K. B. P. 8. K. B. to Q.'s 3d (best), 
riiis is Black's best move ; it was first given by Horny, a 
German writer, and it has the effect of utterly paralyzing 
White's further efforts. 

9. B. to Q. B.'s 4th (ch.) 9. K. to Kt.'s 2d (best). 
If instead of checking with the B., you play 9. P. to K.'s 5th, 
Black takes it for nothing, as you cannot capture his B. but 
at the cost of your Queen. If you move 9. Q. to K. B.'s 2d, 
he replies with 9. K. to Kt.'s 2d, preparatory to playing R. 
to K. B.'s sq., and finally, if you move 9. Q. to K. B.'s 3d, 
he might proceed as follows : — 

9. Q. to K. B.'s 3d. 9. Q. Kt. to B.'s 3d. 

10. Q. B. P. one. 10. Q. Kt. to K.'s 4th. 

11. Q. to K.'s 2d. 11. Q. Kt. to K. Kt.'s 5th. 

12. K. R. to his 3d. 12. Q. to K.'s 2d. 

13. Q. P. one. 13. Q. B. P. one. 

He has obviously the better game. 

10. Q. to K. B.'s 5th. 10. B. to Kt.'s 6th (ch.) 
If you play 10. Q. to B.'s 2d, he replies with 10. R. to K. B.'s 
sq., and if 10. Q. to B.'s 3d, with 10. Q. Kt. to B.'s 3d, as 
before. 

11. K. to B.'s sq. ■ 11. K. R. to B.'s sq. 

Black has a winning position. 

Variation, heginning at Black's 5th move. 
White. Black. 

{1. K. P. two. ri. K. P. two. 

2. K. B. P. two. J 2. P. takes P. 

3. K. Kt. to B.'s 3d. ] 3. K. Kt. P. two. 

4. K. R. P. tioo. 1 4. P- to K. Kt.'s 5th. 

5. Kt. to Kt.'s 5th. 5. K. R. P. two. 

When Kt. is played to his 5th, Black's best reply is 5. K. 
R. P. one ; and when it is played, as in the next game, to 
K.'s 5th, then the proper answering move is 5. K. R. P. two. 



sou CHESS FOR WINTER EVENINGS. 

The objection to it in the present instance is the difficulty 
afterwards found in expelling the White Kt. from his threat, 
ening position. As was before remarked, Black may also play 
5. Q. P. two, the result of which it may be well to show at 
once. Suppose then — 

5. Q P. two. 
6. P. takes P. 6. Q. takes P. 

(Ponziani recommends for Black 6. K. Kt. to B.'s 3d.) 



7. Q. Kt. to B.'s 3d. 


7. Q. to K.'s 4th (ch.) 


8. Q. to K.'s 2d. 


8. K. B. P. one. 


9. Q. takes Q. (ch.) 


9. P. takes Q. 


10. B. to K. B.'s 4th. 


10. K. Kt. to R.'s 3d. 


11. Q. P. two. 


11. P. takes P. 


12. Q. Kt. to his 5th. 


12. Q. Kt. to R.'s 3d. 


13. Q. B. takes P. 


13. K. B. to Q. Kt.'s 5th (ch.) 


14. Q. B. P. one. 


14. P. takes P. 


15. P. takes P. 


15. B. to Q. R.'s 4th. 


16. Castles on Q.'s side. 




With the 


better game. 


6. K. B. to Q. B.'s 4th. 


6. K. Kt. to R.'s 3d. 


7. Q. P. two. 


. 7. K. B. P. one. 


8. Q. B. takes P. 


8. P. takes Kt. 


9. P. takes P. 


9. Kt. to B.'s 2d. 



If he move 9. Kt. to his sq., you reply 10. Q. B. to K.'s 5th. 

10. P. to K. Kt.'s 6th. 10. Kt. to Q.'s 3d. 

11. Q. B. takes Kt. 11. P. takes B. 

12. B. to B.'s 7th (ch.) 12. K. to his 2d. 

13. Castles. 13. Q. to her R.'s 4th. 
Allgaier's move for you is 13. Q,. Kt. to B.'s 3d, upon 'which 
Black plays 13. Q. to Q. R.'s 4th, and you answer with 14. 
Q,. to her 2d. He appears to have overlooked that Black 
could then play 14. K. B. to R.'s 3d. 

14. B. to Q.'s 5th. 14. K. to his sq. 

15. Q. to her B.'s sq. 15. K. to Q.'s sq. 

16. Q. to K. Kt.'s 5th (ch.) 16. B. to K.'s 2d. 

17. P. to K. Kt.'s 7th. 

And you win with ease. 

GAME THE SECOND. 
WJiite. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two 2. P. takes P. 



THE ALLGAIER GAMBIT. 307 

3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 

4. K. R. P. two. 4. P. to K. Kt.'s 5th. 

5. Kt. to K.'s 5th. 5. K. R. P. two (best). 
The playing Kt. to K.'s 5tli gives you both a safer and more 
lasting attack than Kt. to Kt.'s 5th, but the advantage gained 
by this manner of pUay has been vastly overrated, since 
Black has at his command a sure defence, from the line of 
operations developed in the present game. 

Black's move of 5. K. R. P. two is the right one ; he 
may, however, play 5. K. Kt. to B.'s 3d, or 5. Q. P. one, 
without disadvantage. For example ; in the first place,— 
5. K. Kt. to B.'s Sd. 

6. B. to Q. B.'s 4th. 6. Q. to K.'s 2d. 

(If you play 6. Q. P. two, he replies with 6. Q. P. one, and if 6. Kt. takes 
K. Kt. P., with 6. Kt. takes K. P., the game being even.) 

7. Q. P. two. 7. Q. P. one. 

8. Kt. takes K. B. P. 8. Q. takes K. P. (eh.) 

(If you take 8. K. B. P. with B. (ch). Black retires his K. to Q.'s sq. 
and has the better game.) 

9. Q. to K.'s 2d. 9. Q. takes Q. (ch.) 

10. K. takes Q. 10. P. to Q.'s 4th. 

11. Kt. takes R. 11. P. takes B. 

He has the advantage. 

In the second place, — 

5. Q. P. one. 

6. Kt. takes Kt. P. 6. B. to K.'s 2d. 

7. Q. P. two. 7. B. takes K. R. P. (ch.) 

8. Kt. to K. B.'s 2d. 8. Q. to K. Kt.'s 4th. 

(Black may also play, with apparent benefit, 8. Q. to K. B.'s 3d, a move 
lately adopted by the leading players of Pesth.) 

9. Q. to K. B.'s 3d. 9. B. to K. Kt.'s 6th. 

10. Q Kt. to B.'s 3d. 10. K. Kt. to B.'s 3d. 

11. Q. B. to Q.'s 2d. 

The game is about even, but with the move given in the " Handbuch" 
and elsewhere for White's 11th, K. B. to Q 's 3d, Black may obtain an 
advantage, I think, through R. to K. Kt.'s sq., with the view to play Q. 
B. to K. Kt.'s 5th at the proper moment. 

6. K. B. to Q. B.'s 4th. 6. K. Kt. to R.'s 3d. 
Modern authorities concur in pronouncing the move 6. K. Kt. 
to R.'s 3d inferior to 6. R. to K. R.'s 2d, and the " Hand- 
buch " remarks, that after the former, Black must lose the 
gambit P. We will briefly examine the consequences arising 
from the defence with the Knight, and subsequently those 



368 CHESS FOR WINTER EVENINGS. 

which spring from 6. R. to K. R.'s 2d. (See Game the 
Third.) 

7. Q. P. two. 7. Q. P. one. 

8. Kt. to Q.'s 3d. 8. P. to K. B.'s 6th. 

9. K. Kt. P. one. 9. P. to Q.'s 4th. 

If you play 9. P. takes P., he can move 9. K. B. to K.'s 2d, 
and on your moving 10. Q. B. to K. Kt.'s 5th, take P. with 
P., having the advantage. 

10. B. takes Q. P. 10. Q. B. P. one. 

If you take 10. Q. P. with K. P., he plays K. Kt. to B.'s 4th. 

11. B. to Q. Kt.'s 3d. 11. Q. takes Q. P. 

He has decidedly the better game. 
The ingenious variation at Black's 9th move we owe to 
Mr. Knight, an amateur of the London circle of chess-players ; 
it appears as effectual in baffling all further attack in thia 
branch of the Allgaier Gambit, as Horny's move of K. B 
to Q.'s 3d in the former one. 





GAME THE THIRD. 




White. 


Black. 


1. 


K. P. two. 


1. K. P. two. 


2. 


K. B. P. two. 


2. P. takes P. 


3. 


K. Kt. to B.'s 3d. 


3. K. Kt. P. two. 


4. 


K. R. P. two. 


4. P. to K. Kt.'s 5th. 


5. 


Kt. to K.'s 5th. 


5. K. R. P. two. 


6. 


K. B. to Q. B.'s 4th. 


6. R. to K. R.'s 2d. 



This is the generally accepted move for Black ; and prior to 
the discovery of Mr. Knight's defence, of which we have 
seen a sketch in the last game, it was, perhaps with proprie- 
ty, considei'ed preferable to 6. K. Kt. to R.'s 3d. 

7. Q. P. two. 7. P. to K. B.'s 6th (best). 

When the Rook is moved to his second to defend the Pawn, 
as in this game, you may obtain a violent but unstable attack 
b}^ playing thus : — 

7. Kt. takes K. B. P. 7. R. takes Kt. 

8. B. takes R. (ch.) 8. K. takes B. 

9. Q. P. two. 9. P. to K. B.'s 6th. 

(His best move, for if he play 9. B. to K. R.'s 3d, you castle, with anim* 
proved situation.") 



THE king's rook's PAWN GAMBIT. 369 

10. P. takes P. 10. Q. P. one. 

With due care now Black must win, in spite of the exposed position of hia 
King. 

8. K. Kt. p. one. 8. Q. Kt. to B.'s 3d. 

.f, instead of 8. K. Kt. P. one, you take the P., he may first 
dislodge your Kt. with 8. Q. P. one, and then play K. B. to 
K.'s 2d. 

9. Kt. takes Kt. 9. Q. P. takes Kt. 

You may also play 9. Kt. to K. Kt.'s 6th, and proceed a/» 
follows : — 

9. Kt. to K. Kt.'s 6th. 9. B. to K. Kt.'s 2d. 

(He might hkewise take your Kt. and then move R. to his sq. again. 1 

10. Q. B. P. one. 10. K. Kt. to B.'s 3d. 

11. Q. B. to K. Kt.'s 5th. 11. P. takes Kt. 

12. P. to K.'s 5th. 12. Q. P. two. 

13. B. to Q.'s 3d. 13. Q. B. to K. B.'s 4th. 

14. B. takes B. 14. P. takes B. 

15. Q. to her 3d. 15. Q. to her 2d. 

16. P. takes Kt. 16. B. to K. R.'s sq. 

You must lose the advanced P., and Black will then have the superiority. 

10. Q. B. to K. B.'s 4th. 10. Q. to K.'s 2d. 

11. Q. Kt. to B.'s 3d. 11. Q. B. to K.'s 3d. 

12. P. to Q.'s 5th. 12. Castles on Q.'s side. 
He has a little better game, but the advantage is not nearly 

so decisive as in the second game. 



LESSON VII. 

THE king's rook's PAWN GAMBIT. 

This deviation from the great parent opening consists in 
White's throwing forw-ard his K. R. Pawn at the third move, 
instead of playing the K. Kt. to B.'s 3d. The object of this 
move is to prevent the customary advance of Black's K. Kt. 
^'awn ; but to attain this you sacrifice position, and if properly 
met, your attack is speedily foiled or turned against you. 



370 CHESS FOR WINTER EVENINGS. 

GAME THE FIRST, 
White Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. R. P. two. 3. K. B. to K.'s 2d (best). 

Black may also p/'ay with safety 3. Q. P. two, but that move 
is not so strong as B. to [{^.'s 2d. (See Variation.) 

4. Q. to K. Kt.'s 4th. 4. Q. P. two (best). 

You can likewise adopt 4. K. Kt. to B.'s 3d, and pursue the 
attack as follows : — 

4. K. Kt. to B.'s 3d. 4. K. Kt. to B.'s 3d. 

(The usual move for Black is 4. Q. P. one, that of K. Kt. to B.'s 3d ie 
given by Stamma, Jaenisch, and the German " Handbuch.") 

5. Q. P. one. 5. Q. P. two. 

fU you play 5. P. to K.'s 5th, Black may reply with 5. Kt. to K. R.'s 4th 
and then Kt. to his 6th.) 

6. P. takes P. 6. Kt. takes P. 

7. Q. B. P. two. 7. Kt. to K's 6th. 

8. B. takes Kt. 8. P. takes B. 

9. P. to Q 's 4th. 9. Q. B. to K. Kt-'s 5th. 

Black has the better game. 

5. Q. takes doubled P. 5. P. takes P. 

He might also play 5. K. B. to Q.'s 3d, as advised by Stamma. 

6. Q. takes K. P. 6. K. Kt. to B.'s 3d. 

7. Q. to K. B.'s 3d. 7. Castles. 

8. K. B. to Q. B.'s 4th. 8. Q. B. to K. Kt.'s 5th. 

9. Q. takes Q. Kt. P. 9. Q. to her 3d. 

10. Q. to her Kt.'s 3d. 10. Q. Kt. to B.'s 3d. 

f you venture to take the Rook, the following is the result :— 

10. Q. takes R. 10. Q. Kt. to B.'s 3d. 

11. Q. to Kt.'s 7th. 11. Q. to K. Kt.'s 6th (ch.) 

12. K. to B.'s sq. 12. K. Kt. to K.'s 5th. 

And he must win. 

11. Q. to her 3d. 11. Q. Kt. to Q.'s 5th. 

12. Q. B. P. one. 12. Q. to K.'s 4th (ch.) 

13. K. to B.'s sq. 13. Q. Kt. to K. B.'s 4th. 

Black has a winning game. 



IJ: 


K. 


P. two. 




P. 


takes P. 




3. 


Q. 


P. two. 




4. 


Q. 


takes P. 




Q's 


3d. 






5. 


Q. 


B. to K.'s 


3d. 


6. 


Q. 


to her 2d. 




7. 


K. 


B. to Q.'s 


3d. 


8. 


Q. 


Kt. to B's 


3d. 


9. 


Castles on Q. 


's side. 


10. 


P. 


takes Kt. 




11. 


B. 


to K. Kt.'s 


i5th. 


12. 


R. 


to K.'s sq. 


(ch.) 



THE king's rook's PAWN GAMBIT. 371 

Variation, hegiiining at Bhck^s 3d move. 

White. Black. 
C 1. K. P. two. 
} 2. K. B. P. two. 
( 3. K. R. P. two. 

4. P. takes P. 
IJe might also play 4 K. B 

5. Q. to K.'s 2d (ch.) 

6. Q. Kt. to B.'s 3d. 

7. Q. P. one. 

8. K. Kt. to R.'s 3d. 

9. Q. Kt. to his 5th. 

10. Kt. takes B. (ch.) 

11. Kt. takes P. 

12. Q. to her 2d. 

And he has the better game 

GAMES IN ACTUAL PLAY. 

ILLUSTRATIVE OF THE PRECEDING ANALYSES. 
GAME I. 

Between two English Amateurs. 

White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. Kt. to B.'s U. 3. K. Kt. P. two. 

4. K. R. P. two. 4. P. to K. Kt.'s 5th. 

5. K. Kt. to his 5th. 5. K. R. P. one. 

6. Kt. takes K. B. P. 6. K. takes Kt. 

7. Q. takes Kt. P. 7. K. Kt. to B.'s 3d. 

8. Q. takes K. B. P. 8. Q. P. one. (a) 

9. Q. P. two. 9. K. to Kt.'s 2d. 

10. B. to Q. B.'s 4th. 10. Q. to K.'s sq. 

11. Castles. 11. B. to K.'s 2d. 

12. P. to K.'s 5th. 12. P. takes P. 

13. P. takes P. 13. B. to Q. B.'s 4th (ch.) 

14. K. to R.'s sq. 14. K. Kt. to his 5th. 

15. Q. Kt. to B.'s 3d. 15. Q. B. to K.'s 3d. 

16. Kt. to K.'s 4th. 16. B. takes B. 

17. Q. takes Kt. (ch.) 17. Q. to Kt.'s 3d. 

18. Q. takes Q. (ch.) 18. K. takes Q. 

19. R. to K. B.'s 6th (ch.) 19. K. to Kt.'s 2d. 

20. Kt. takes K. B. 20. Q. Kt. to B.'s 3d. 



ST2 CHESS FOR WINTER E^TENINGS. 

21. Kt. to K.'s 6th (ch.) 21. B. takes Kt. 

22. R. takes B. 22. Q. R. to K.'saq. 

23. Q. B. takes K. R. P. (.ch.) (i) 23. K. to B 's 2d. 

24. R. to K. B.'s 6th (ch.) 24. K. to his 2d. 

25. B. to Kt.'s 5th. 25. Kt. takes K. P. 

26. R. to K. R.'s 6th (dis. ch.) 26. K. to B.'s 2d. 

27. Q. R. to K. B.'s sq. (ch.) 27. K. to Kt.'s 2d. 

28. R. takes R. 28. K. takes R. 

29. B. to B.'s 6th (ch.) 29. K. to Kt.'s sq. 

30. R. to K.'s sq. 

And wins. 

NOTES TO GAME T. 

(a) The correct move is that previously mentioned by Horny, of 8. 
to Q.'s 3d. 

(6) Cleverly played. 

GAME II. 

Between 3Iessrs. Kieseritzkij and Walker. 

(From Le Palamede.) 

Black. (Mr. W.) 

1. K. P. two. 

2. P. takes P. 

3. K. Kt. P. two. 

4. P. to K. Kt.'s 5th. 

5. K. R. P. two. 

6. K. Kt. to R.'s 3d. 

7. Q. P. one. 

8. P. to K. B.'s 6th 

9. P. to Q.'s 4th. (a; 

10. Q. B. P. one. 

11. Q. takes Q. P. 

12. K. B. to Q.'s 3d. 

13. Q. takes Q. (ch.) 

14. B. takes Kt. 

15. Q. B. to K.'s 3d. 

16. Q. Kt. to Q.'s 2d. 

17. P. takes B. 

18. K. Kt. to K. B 's 2d. 

19. P. to K.'s 4th. 

20. K. to his 2d. 

21. Q. Kt. to K. B.'s 3d. 

22. Q. Kt. P. one. 

23. K. R. to Q.'s sq. 

24. K. to his 3d. 

25. Kt. takes K. P. 

26. P. takes P, 





White. (M.K.) 


1. 


K. P. two. 


2. 


K. B. P. two. 


3. 


K. Kt. to B.'s 3d. 


4. 


K. R. P. two. 


5. 


Kt. to K.'s 5th. 


6. 


K B. to Q. B.'s 4th. 


7. 


Q. P. two. 


8. 


Kt. to Q.'s 3d. 


9. 


K. Kt. P. one. 


10. 


B. takes Q. P. (b) 


11. 


B. to Q. Kt.'s 3d. 


12. 


Q. Kt. to B.'s 3d. 


13. 


K. Kt. to B.'s 4th. 


14. 


Kt. takes Q. 


15. 


B. takes B. 


16. 


Kt. to K.'s 3d. 


17. 


B. takes B. 


18. 


Kt. to Q. B.'s 4th. 


19. 


Castles on Q.'s side. 


20. 


B. to K.'s 3d. 


21. 


R. to Q;s 3d. 


22. 


R. to Q. Kt.'s 3d. 


23. 


K. R. to K.'s sq. 


24. 


Q. R. P. two. 


25. 


P. to Q. R.'s 5th (c) 


26. 


P. takes P. 



THE king's rook's PAWN GAMBIT. 373 

27. K. to Kt.'s sq. 27. P. to Q. Kt.'s 4th. 

28. Kt. to Q. R. 3cl sq. 28. Kt. to Q.'s 7th (ch.) 

29. B. takes Kt. 29. R. takes B. 

White suiTenders. (d) 

NOTES TO GAME II. 

(a) This is the principal feature of the defence, for which we are in- 
debted to Mr. Knight. 

(b) If he take P. wnh P., then Black follows with K. Kt. to B.'s 4th, 
;hreatening both Q.'s and K. R. Pawns. 

(c) Much better to have protected his K. P. 

(d) This game is much below the usual standard of M. Kieseritz'.iij'g 
play. 

GAME III. 
Between MM. Kieseritzkij and Calvi. 
White, (M. K.) Black, (M. C.) 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 

4. K. R. P. two. 4. P. to K. Kt.'s 5th. 

5. Kt. to K.'s 5th. 5. P. to K. R.'s 4th. 

6. K. B. to Q. B.'s 4th. 6. R. to K. R.'s 2d. 

7. Q. P. two. 7. Q. P. one. 

8. Kt. to Q.'s 3d., 8. P. to K. B.'s 6th. 

9. P. takes P. 9. Q. B. P. one. 

10. K. Kt. to B.'s 4th. 10. K. Kt. to K.'s 2d. 

11. Q. Kt. to B.'s •3d. 11. Q. Kt. to Q.'s 2d. 

12. K. to B.'s 2d. 12. R. to K. R.'ssq. 

13. Q.to her 3d. 13. K. B. to Kt.'s 2d. 

14. Q. B. to Q.'s 2d. 14. K. to B.'s sq. 

. 15. Q. R. to K.'s sq. 15. Q. to her Kt.'s 3d. 

16. Q. B. to K.'s 3d. 

17. K. B. to K.'s 6th. 

18. Q. Kt. P. two. 

19. K. B. to Q. Kt.'s 3d. 
20 Q. R. P. one. 

21. B. to Q. R.'s 2d. 

22. P. to K.'s 5th. 

23. P. to K.'s 6th. 

24. Q. B. to his sq. 

25. P. takes P. 

26. Q. Kt. to K.'s 4th. 

27. Q. Kt. to K. Kt.'s 5th (ch.) 

28. R. takes Kt. 

29. R. to K.'s sq. 

30. R to K.'s 8th (ch.) 

31. K Kt. 10 Kt.'s 6th. 



16. 


Q. to Q. B.'s 2d. 


17. 


Q. Kt. P. two. 


18. 


Q. Kt. to his 3d. 


19. 


Q. R. P. two. 


20. 


P. to Q. R 's 5th. 


21. 


Q. B. to Kt.'s 2d. 


22. 


P. to Q.'s 4th. 


23. 


Q. B. to hissq. 


24. 


Q. to her 3d. 


25. 


K. takes P. 


26. 


Q. to her B.'s 2d, 


27. 


K. to Kt.'s sq. 


28. 


Q. takes R. 


29. 


Q. to K. B.'s 3d 


30. 


B. to K. B.'s sq. 


31. 


Q. B. to K. B.'s 4th 



374 



CHESS FOR "WINTER EVENINGS. 



32. 


Q. takes B. (a) 


32. 


Q. takes Q. 


33. 


Kt. to K.'s 7th (ch.) 


33. 


K. to Kt.'s 2d. 


34. 


Kt. takes Q. (ch.) 


34. 


K. to B.'s 3d. 


35. 


R. to K.'s 6th (ch.) 


35, 


K. takes Kt. 


36. 


B. to Q. Kt.'s sq. 







And mates next move 

NOTE TO GAME III. 
(a) The termuiation of this game is very beautifully played i:v \h 
Kieseritzkij. 



GAME IV. 

Between MM. Kieseritzkij and Ehrman. 
(Prom the Chess-Play ey's Chronicle.) 





White, (M. K.) 




Black, (M. E.) 


1. 


K. P. two. 


1. 


K. P. two. 


2. 


K. B. P. two. 


2. 


P. takes P. 


3. 


K. Kt. to B 's 3d. 


3. 


K. Kt. P. two. 


4. 


K. R. P. two. 


4. 


P. to K. Kt.'s 5ta. 


5. 


Kt. to K.'s 5th. 


5. 


K. R. P. two. 


6. 


K. B. to Q. B.'s 4th. 


6. 


K. Kt. to K. R.'s 3d. 


7. 


Q. P. two. 


7. 


Q. P. one. 


8. 


K. Kt. to Q.'s 3d. 


8. 


P. to K. B.'s 6th. 


9. 


K. Kt. P. one. 


9. 


B. toK's3d. (a) 


10. 


B. takes B. 


10. 


P. takes B. 


11. 


K. Kt. to K. B.'s 4th. 


11. 


P. to K.'s 4th. 


12. 


Kt. takes K. R. P. 


12. 


Q. Kt. to B.'s 3d. {h) 


13. 


P. to Q.'s 5th. 


13. 


Q. Kt. to Q.'s 5th. 


14. 


Q. Kt. to B.'s 3d. 


14 


K. Kt. to K. B.'s 2d. 


15. 


K. Kt. to K. B. s 4th. 


15. 


Q. to K. B.'s 3d. (c) 


16. 


K. Kt. to Q.'s 3d. 


16. 


B. to K. R.'s 3d. 


17. 


K. to his B.'s 2d. 


17. 


Castles on Q.'s side. 


18. 


Q. R. P. two. 


18. 


K. to Kt.'s sq. 


19. 


Q. Kt. P. two. 


19. 


K. R. to his 2d. 


20. 


Q. B. takes B. 


20. 


K. Kt. takes B. 


21. 


Q. to her 2d. 


21. 


Q. R. to K. R.'s sq. 


22. 


P. to Q. Kt.'s 5th. 


22. 


Q Kt. to K.'s 7th. 


23. 


P. to Q. R.'s 5th. 


23. 


K. Kt.toK. B.'s2d. 


24. 


P. to Q. Kt.'s 6th. 


24. 


Q. B. P. takes P. 


25. 


P. takes P. 


25. 


Q. R. P. one. 


26. 


Q. Kt. to his 5th. 


2G. 


Q. R. to Q. B.'s sq. , 


27. 


Q Kt. to Q. B.'s 7th. 


27. 


K Kt, to Q 's sq. 


28. 


K. Kt. to Q. Kt.'s 4th. 


28. 


Q. R. takes Kt. 


29. 


Q. R. takes Q. R. P. 


29. 


Q. R. to Q. B.'s 5th. 


30. 


Q. R. to Q. R.'s 8th (ch ) 


30. 


K. takes R. 


31. 


Kt. to Q B.'s 6th. 


31. 


P. takes Kt. 


32. 


Q. to R 's 5th (ch ) 


32. 


K to Q. Kt.'s sq. 


33. 


R to Q. R.'ssq. 


33. 


K. to Q. B.'s sq. 



THE king's rook's PAWN GABIBIT. STfi 

34. Q to Q. R.'s 8tli (cli.) 34. K. to Q.'s 7th. 

35. P. to Kt.'s 7th. 35. Q. R. takes Q. B. P. 

36. Q. P. takes P. (ch.) 36. K. to his 2d. 

37. Q. takes Kt. (ch.) 37. K. takes Q. 

38. P. to Kt.'s 8th, becoming a 38. K. to his 2J. 
Q. (ch.) 

39. R. to Q. R.'s 7th (ch.) 39. K. to his 3d. 

White mates in two moves. 



NOTES TO GAME IV. 

(a) He should have played 9. P. to Q.'s 4th. 

(b) Why not play Kong's Knight to Bishop's 2d, winning the adverse 
Knight ] 

(c) Black should have taken the Knight immediately, and then if the 
White Queen had taken his Knight in return, he would have won the 
King's Knight's Pawn, and have obtained an irresistible position. 

(d) Badly played. In this situation he might have forced the gaire by 
Iwo distinct modes of play. 

In the first place : 

26. K. R. takes K. R. P. 
If White does not take the Rook, Black checks with it at Rook's 7th, 
and wins easily. Therefore, — ■ 

White. Blade. 

27. R. takes R., or (A.) 27. R. takes R. 

28. P. takes R. 28. Q takes P. (ch.) 

29. K. toB.'s sq. 29. P. to K. Kt.'s 6th. 

4.nd wins. 
(A.) 

27. P. takes R. 27. R. takes P. 

28. R. takes R. 28. Q. takes R. (ch.) 

29. K. to his 3d. 29. Q. to K. Kt.'s 4th (ch.) 

30. Kt. to K. B.'s4th. 30. P. takes Kt. (ch.) 

31. K. to B.'s 2d (or Kt. mates at 31. Q. to R.'s 5th (ch.), &c. 

K.'s 4th.) 
If White at his 28th move refuse t j capture the second Rook, and 
moves his Rook away instead. Black may either advance his K. Kt. P. 
_cb ), or play R. to R.'s 7th, checking, secure in either case, of a won game. 



In the second place : 




26. K. Kt. to his 4th. 


27. Q. takes Kt., or (B.) 


27. Q. takes Q. 


28. P. takes Q. 


28. R. takes R. 


29. R. takes R. 


29. R. takes R. 


30. Q. Kt. takes Q. P. (best). 


30. R. to R.'s 7th. (ch.) 


31. K. to his 3d (best). 


31. Kt. to Q.'s 5th. 


32. K. Kt. takes K. P. 


32. Kt. takes Q. B. P. (cli.) 



And wins, because White must play his King to a square where he will 
uM in check of the Queen which his opponent will make in two moves. 
Observe, however, that if Black advance his Bishop's Pawn before ta- 



376 CHESS FOR WINTER EVENINGS. 

king the Queen's Bishop's Pawn, he will probably lose the game by 
White's first checking with the King's Knight at Q.'s 7th, and ther 
playing the other Knight to K.'s 8th square. 
(B.) 

26. K. Kt. to to his 4th. 

27. P. takes Kt. 27. R. to K. R.'s 7th (eh.) 

28. R. takes R. (best). 28. R. takes R. (ch.) 

29. K. to his sq., or (C.) 29. P. to K. B.'s 7th (ch.) 

30. K. takes Kt. 30. P. to B.'s 8th, becomes a Q , 

(double check) and mates 
next move. 
C.) 

29. K. to his B.'s sq. 29. Kt. takes P. (ch.) 

30. K. to his sq., or (D.) 30. P. to K. B.'s 7th (ch.) 

31. Q. takes P. (best). 31. R. to R.'s 8th (ch.) 

(If the Knight takes Pawn, Black mates iii two moves.) 

32. K. to Q.'s 2d. 32. Q. takes P. (ch.) 

33. K. to B.'s 3d. 33. Kt. takes K. P. (ch.) 

And wins. 

(DO 
30. K. to Kt.'s sq. 30. R. takes Q. 

Winning ; for if White take the Queen in return, he is mated on ^he 
move. 







GAME V. 






Between Mr. 


Cochrane and Capt. Evans. 




White, (Mr. C.) 






Black, (Capt. E.) 


1. 


K. P. two. 




1. 


K. P. two. 


2. 


K. B. P. two. 




2. 


P. takes P. 


3. 


K. Kt. to B.'s 3d. 




3. 


K. Kt. P. two. 


4. 


K. R. P. two. 




4. 


P. to K. Kt.'s 5th. 


5. 


Kt. to K.'s 5th. 




5. 


K. R. P. two. 


6. 


K. B. to Q. B.'s 4th. 




6. 


K. R. to his 2d. 


7. 


Kt. takes K. B. P. 




7. 


R. takes Kt. 


8. 


B. takes R. (ch.) 




8. 


K. takes B. 


9. 


Q. P. two. 




9. 


B. to K. R.'s 3d. (a) 


10. 


B. takes P. 




10. 


B. takes B. 


11. 


Castles. 




11. 


Q. takes K. R. P. 


12. 


R. takes B. (ch.) 




12. 


K. Kt. to B.'s 3d. 


13. 


P. to K.'s 5th. 




13. 


Q. P. two. 


14. 


R. takes Kt. (ch.) 




14. 


K. to Kt.'s 2d. 


15. 


Q. to her 2d. 




15. 


Q. Kt. to Q.'s 2d. 


16. 


Q. to K. R.'s 6th (ch.) 










And Black resigned. 




NOTE TO 


GAME V. 



?a) This is the eiTor which loses Black's game. The correct move ir 
i. P. to K. B.'s 6th. 



THE king's bishop's GAMBIT. 377 



LESSON VIII. 



THE KING S BISHOP S GABIBIT. 



1 HE remarkable variety and power of attack obtainable 
Dv the first player from moving the K. B. to Q. B.'s 4th sq., 
iusiead of bringing out his K. Kt., at the 3d move, seem 
hardly to have been appreciated, or rather discovered, by 
the p.arlier writers ; and although we find this particular 
gambit to have been in vogue as far back as the time of 
Lopez, and to have been a good deal cultivated both in 
France and England in the eighteenth century, it is only of 
late years that its resources have been analyzed and devel- 
oped as they deserve. Compare the following works, which 
touch upon this Gambit — Lopez (1584), p. 110; Gianutio 
CSarratt's translation, 1817), p. 48 ; Salvio (Ed. 1723), p. 
99 ; Greco (Ed. 1784), p. 85 ; Cozio (1st vol.), pp. 67, 334, 
342; 2d vol., pp. 268, 322, 363; Stamma (1745), p. 43; 
Bertin, p. 27 ; Bledow (1843), p. 31 ; Lewis (1844), pp. 
411-444; Jaenisch (who gives the most solid and complete 
analysis which has yet appeared), vol. ii., pp. 163-212 ; 
Walker (1846), pp. 211-236; the German " Handbuch ;" 
find the games between La Bourdonnais and Mc Donnell, in 
the " Chess-Player's Chronicle." 



GAME THE FIRST. 
While. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. K. B. to Q. B's 4th. 3. Q. to K. R.'s 5th (ch.) 
The check of the Queen is commended by Ponziani, as 
enabling Black to permanently protect his doubled Pawn. 
Instead of this move, however, he has a variety to choose 
from, for he may play 3. K. Kt. P. two, 3. K. B. P. two, 
3. Q. P. two, 3. Q. B. P. one, and 3. Q. Kt. P. two, each 
of which demands examination. (See Games the First, 
Second, Third, and Fourth, in the next Lesson.) 

17 



3iti CHESS FOR WINTER EVENINGS. 

4. K. to B.'s sq. 4. K. Kt. P. two. 

This is acknowledged to be Black's best move ; for the result 
of his adopting instead of it 4. K. B. to Q. B.'s 4th, 4. K. Kt. 
to B.'s 3d, 4. Q. to K. B.'s 3d, and 4. Q. P. one, consult 
Games the Fifth, Sixth, and Seventh, in the following Les- 
son. From this point, according to the best authorities, you 
have three different methods of continuing the attack, viz., 
5. Q. Kt. to B.'s 3d, 5. K. Kt. to B.'s 3d, and 5. Q. to K. 
B.'s 3d. The present game will exhibit the variations aris- 
ing from the first, and the consequences of the latter tvvo 
systems shall be shown in Games the Second and Third. 

5. Q. Kt. to B.'s 3d. 5. K. B. to K. Kt.'s 2d. 
If Black at move 5. attempt to prevent the threatened ad- 
vance of your Q. Kt. to Q.'s 5th sq., by moving either 5. 
K. Kt. to K.'s 2d, or 5. Q. B. P. one, Major Jaenisch con- 
siders you will infallibly win the gambit Pawn. The follow- 
ing are his demonstrations. In the first place — 

5. K. Kt. to K.'s 2d. 

6. Q. to K. B.'s ,3d.« 6. Q. Kt. to B.'s 3d. 

(If he play 6. K. B. to Kt.'s 2d, you should move 7. K. Kt. P. one, and 
if 6. K. Kt. to K. Kt.'s 3d, play also 7. K. Kt. P. one.) 

7. K. Kt. P. one. 7. Q. to K. R.'s 3d. 

8. P. takes P. 8. P. takes P. 

9. Q. P. one. 9. K. Kt. to Kt.'s .^d. 

10. K. Kt. to K.'s 2d (best). 10. K. B. to Q.'s 3d. 

11. P. to Q.'s 4th. 11. K. B. P. one. 

12. Q. Kt. to Q.'s 5th. 12. K. R. to K. B.'h sq. 

13. Q. B. P. one. 

You will regain the Pawn. 

In the second place, — 

5. Q. B. P. one. 
6. Q. to K. B.'s 3d. 6. Q. P. one. 

If he play 6. K. Kt. to K.'s 2d, or K. B. to Kt.'s 2d, you again reply 
with 7. K. Kt. P. one.) 

* You may now adopt the very ingenious mode of carrying on the 
Rttack which we owe to McDonnell, viz :— 

6. K. Kt. P. one. . 6. P. takes P. 

7. K. to Kt.'s 2d. 7. Q. to K R.'s 3d. 

, Jaenisch recommends 7. Q to K. B.'s 3d, instead of 7. K. to Kt.'s 2d.) 

8. P takes P. 8. Q. to K. Kt.'s 3d. 

Black has a slight advantage. 



THE king's bishop S GAMBIT. 379 

7. K. Kt. p. one. 7. Q to K. Kt 's 5ih. 

8 Q. P. one. 8. Q. takes Q. 

9. K. Kt. takes Q. 9. K. B. to K. R.'s 3d. 

10. Q. Kt. to K.'s 2d. 

And you win the Pawn. 

6. K. Kt. to B.'s 3d. 6. Q. to K. R.'s 4th. 
You may also play 6. Q. P. two, at least as advantage- 
ously. (For the result of that move, and of 6. K. Kt. P. one, 
see Variations I. and II.) 

7. K. R. P. two. 7. K. R. P. one. 

It is not prudent for Black to play 7. P. to K. Kt.'s 5th, or 
7. B. takes Q. Kt. 

8. Q. P. two. 8. Q. P. one. 

9. P. to K.'s 5th. 9. P. takes P. 

If you play 9. Q. Kt. to Q.'s 5th, he replies with 9. K. tc 
Q.'s sq. 

10. Q. Kt. to Q.'s 5th. 10. K. to Q.'s sq. 

11. P. takes P. 11. B. to Q.'s 2d. 

12. K. to his Kt.'s sq. 12. Q. to K. Kt.'s 3d. 

If he move 12. P. to K. Kt.'s 5th, you take the doubled P 
with Q. Kt., and then play B. to Q.'s 3d, winning. 

13. P. takes P. 13. P. takes P. 

14. R. takes R. 14. B. takes R. 

15. K. Kt. takes P. 15. Q. takes K. Kt. 

If, instead of this sacrifice, invented by PetrofF, you play, as 
suggested by McDonnell, 15. Q. to K.'s sq., Black's an- 
swer should be K. B. to K. Kt.'s 2d again. Should Black 
refuse to take the Kt., and play 15. K. B. takes P., you can 
take the doubled P. with Q. Kt., and afterwards K. B. P. 
with K. Kt., having an immense attack. 

16. Q. B. takes P. 16. Q. to K. Kt.'s 3d (best> 
If he play 16. Q. to K. B.'s 4th, or 16. Q. to K. Kt.'s 5th, or 
16. Q. to K. Kt.'s 2d, in each case you will have a good 
attack. In the fir.st place, — 

16. Q. to K. B.'s 4th. 

17. P. to K.'s 6th. 17. P. takes P. 

18. Kt. takes Q. B. P. 18. Q. to her B.'s 4th (ch.) 

19. K. to R.'s sq. 19. Q. takes B. 

20. Q. to her 6th. 20. P. to K.'s 4th. 

21 . Kt. takes Q. R. 21 P. takes B. 



380 CHESS FOE, WINTER EVENINGS. 

You may now play 22 R.to K.'s sq., upon which he would move 22. B 
to K. Kt.'s 2d, you can then take Q,. Kt. with Q., and the game Lt 
equal. 

In the second place, — 

16. Q. to K. Kt. s 5th. 

17. Q. takes Q. 17. B. takes Q. 

18. Kt. takes Q. B. P. 18. Q. Kt. to B.'s 3d 

19. Kt. takes Q. R. 

You have the better game. 

In the third place, — 

16. Q. to K.. Kt.'s 2d. 

17. Kt. takes Q. B. P. 17. K. takes Kt. 

(He may also play 17. Q. Kt. to B.'s 3d, whereupon you should retoil 
with 18. B. to K.'s 6th.) 

18. P. to K.'s 6th (dis. ch.) 18. K. to Q.'s sq. 

19. P. takes K. B. P. 19. Kt. to K.'s 2d. 

20. Q. to her 6th. 20. Q. to her 5th (ch.) 

21. K. to K.'s 2d. 

You ought to win. 

17. P. to K.'s 6th. 17. P. takes P. 

If you take the Q. B. P. instead of advancing this P., Black 
can check with his Q. at her Kt.'s 3d. 

18. Kt. takes Q. B. P. 18. P. to K.'s 4th. 

19. Kt. takes Q. R. 19. P. takes B. 

20. B. takes K. Kt 20. Q. takes B. 

21. Q. to her 6th. 21. Q. Kt. to R.'s 3d. 
Jaenisch and the German " Handbuch" novi suggest the 
following as probable moves : — 

22. R. to Q.'s sq. 22. Q. to K. B.'s 2d. 

23. Q. Kt. P. two. 23. Q. to K.'s 2d. 

24. Q. takes K. B. P. 24. Q. takes Q. Kt. P. 
• 25. Q. to K. B.'s 7th. 25. Q. to K.'s 2d. 

26. Q. to K. Kt.'s 8th (ch.) 26. Q. to K.'s sq. 

27. Q. to K. Kt.'s .5th (ch.) 27. K. to Q. B.'s sq. 

And Black is getting into safe quarters. 

Variation I., beginning at Whitens 6tk move. 

(See next i iagram.) 

White. Black. 

6. Q. P. two. 6. Q. P. one. 

7. P. to K.'s 5th. 7. P. takes P. 

8. Q. Kt. to Q.'s 5th. 8. K. to Q.'s sq. 



THE KING S BISHOP S GAMBIT. 



381 



9. P. takes P. 9. B. to Q.'s 2d. 

10. K. Kt. to B.'s 3d. 10. Q. to K. R.'s 4th. 

11. Q. B. to Q.'s 2d. 11. K. Kt. to K.'s 2d. 




WHITE. 

Tlie move of 11. Q. B. to Q.'s 2d was first noticed by Mr 
C. H. Stanley, and published by him in the N. Y. Spirit of 
the Times, as occurring in play between himself and an 
amateur of the N. Y. Chess Club ; it is a singularly beauti- 
ful variation from the ordinary mode of play. If, in reply 
to it. Black move 11. Q. B. P. one, 11. K. R. P. one, 
or 11. Q. Kt. to B.'s 3d, you certainly appear to obtain an 
excellent game. (e. g.) In the first place, — 

11. Q. B. P. one. 



12. 


Q. B. to R 's 5th (ch.) 12. Q. Kt. P. one. 


13. 


B. to Q. B.'s 3d. 13. Q. to K. Kt.'s Sd. 


14. 


Q. Kt. to his 4th. 14. P. to K. Kt.'s 5th. 


15. 


K. Kt. to Q.'s 4;h. 15. Q. R. P. two. 


16. 


K. B. to Q 's 3d. 16. Q. to K. R.'s 4th. 


17. 


Q. Kt. takes P. (ch.) 




You have the better game. 



382 



CHESS FOr., WINTER EVEN1I\(GS. 



In the second place, — 

11. K. R. P. one. 

12. B. to Q. B 's 3d. 12. K. R. to R. s 2d. 

;lt is this after-move of 12. B. to Q. B.'s 3cl, which gives such weight to 
the preliminary play of 11. B. to Q.'s 2d.) 

13. Kt. takes Q. B. P. 13. K. takes Kt. 

14. Q. to her 6th (ch ) 14. K. to Q. B.'s so. 

15. P. to K.'s 6th. 15. P. takes P. 

16. Q. B. takes K. B. 16. R. takes B 

17. Q. to K. B.'s 8th (ch.) 

Yoa win at least the exchange. 

Thirdly,— 

11. Q. Kt. to B.'s 3d. 

12. K. Kt. to K.'s 2d. 

13. Kt. takes Kt. 

14. P. takes P. 



12. Q. B. to his 3d. 

13. Kt. takes Kt. 

14. P. to K.'s 6th. 

15. K. B. takes P. 



12. Q. B. to his 3d 

If he play 12. Q. to 
probable, — 



And wins. 
12 

K. Kt 



K. R. to K.'s sq.* 
3d, the followina; moves are 



12. Q. to K. Kt.'s 3d. 

13. K. takes Kt. 



13. Kt. takes Kt. 

14. Q. to her 5th. 

You ought 

13. Kt. takes Kt. 

14. Q. to her 5th. 

The game is about equal 



t least to regain the P. sacrificed. 
13. R. takes Kt. 



Variation IL, leginning at White's Gth move. 
(See the preceding diagram.) 
White. Black. 

6. K. Kt. P. one. 6. P. takes P. 

This variation is one of the many felicitous inventions of 
.McDonnell. It is hazardous, but without the utmost exacti- 
tude in the defence, it gives you an overpowering attack on 
Ihc King's side. 



* Mr. Stanley has contested the correctness of this move in the de- 
fence ; in place of it he advises 2d player to advance K. Kt. P. on Kt. 
preferring his game, by far. (See Am. Ch. Mag. for August, 1847 
Game LXI. p. 229, and N. Y. Spirit of the Times for Oct. 23, 184' 
Game XXXV.) 



THE KING S BISHOP S GAMBIT. 383 

If, instead of taking the P., Black retire his Q. to R.'s 
3d, you take P. with P., and if he then take P. with P., you 
may play Q,. Kt. to Q.'s 5th, and afterwards Q. P. two. 

7, K. to Ki.'s 2d. 7. Q. to K. R.'s 3d. 

Jaenisch plays 7. Q. P. one, in place of retiring the Q.., and 
then pursues the game thus, — 







7. 


Q. P. one. 


.s. 


K. R. P takes P. 


8. 


Q. to K. Kt.'s 5th. 


9. 


Q. to K. B.'s sq. 


9. 


Q. to Q.'s 2d. 


10. 


K. Kt. to B.'s 3d. 


10. 


K. R. P. one. 


11. 


Q. to K B.'s 2d. 


11. 


Q. B. P. one. 


12. 


Q. P. two. 


12. 


Q. to Q. B.'s 2d. 


13. 


Q. B. to Q.'s 2d. 


13. 


Q. B. to K.'s 3d. 



Black has the better game. 
8. P. takes P. 8. Q. to K. Kt.'s 3d. 

He has the advantage. 
If at move 7. Black take the Q. Kt., you should play 8. K. 
Kt. to B.'s 8d ; if he then retreat his Q. to Kt.'s 5th, you may 
tnke K. B. P. with B. (ch.), threatening the after-check with 
your Kt. If he retire the Queen to Q. R.'s 4th or 3d, you 
fake P. with P., and afterwards take his K. B. 



GAME THE SECOND. 
WJiite. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. B. to Q. B.'s 4th. 3. Q. checks. 

4. K. to B.'s sq. 4. K. Kt. P. two. 

5. K. Kt. to B.'s 3d. 5. Q. to K. R.'s 4th. 

This method of continuing the attack is not considered quite 
so strong as developing your game on the Q.'s side before 
removing his Queen from her present inactive position, but 
it leads to many admirable combinations, and, as Major Jaen- 
isch remarks, its resources are far from exhausted. 

If Black now move his Q. to K. Kt.'s 5th, you take the 
K B. P. with B. (ch.), and if he retire her toK. R.'s 3d, you 
play 6. Kt. to K.'s 5th. 

6. K. R. P. two. 6. K. B. to K. Kt.'s 2d. 
Your presefit move is considered stronger than 6. Q. P. two, 
to which Black's best reply would be also 6. B. to K. Kt.'s 



384 CHESS FOR WINTER EVENINGS. 

2d. If Black, instead of the move in the text, attack youi 
Kt. with P., you should retreat him to K.'s sq., and then you 
must win the gambit Pawn. 

7. Q. P. two. 7. K. R. P. one. 

If now at move 7. you play Q. Kt. to B.'s 3d, and Black, as 
his best, move 7. K. R. P. one, we have the exact position 
which occurs in Game the First, which see. But you may 
also play 7. K. to Kt.'s sq., 7. K. R. to his 2d, or 7. K. B.: 
to K.'s 2d, as in Variations I., 11., and III. I 

Black may also play 7. Q. P. one, although it is hardlyl 
so good as the above. Let us suppose, — 

7. Q. P. one. 

8. K. R. to his 2d. 8. Q. B. to K. Kt.'s 5th. 

9. K. to Kt.'s sq. 9. P. takes R. P. 

10. Q. B. takes P. 10. P. to K. R.'s 6th. 

11. Q. B. P. one. 11. Q. to K. Kt.'s 3d. 

12. K. Kt. P. one. 12. K. R. P. two. 

(If he play 12. K. Kt. to K.'s 2d, you answer with 8. Q. Kt. to Q.'s 2d, 
and presently gain the P. at K. R.'s 6th.) 

13. K. R. to K. B.'s 2d. 13. P. to K. R.'s 5th. 

14. K. to R.'s 2d. ■ 14. P. takes P. (ch.) 

15. Q. B. takes P. 

The game is even. 

8. P. to K.'s 5th. 8. K. Kt. to K.'s 2d. 

9. Q. Kt. to B.'s 3d. 9. K. Kt. to B.'s 4th. 

If you play 9. Q. to K.'s sq., or 9. K. B. to Q.'s 3d, or 9. K. 
to Kt.'s sq.. Black will have an improved game. For ex- 
ample ; in the first case, — 

9. Q. to K.'s sq. 9. K. Kt. to B.'s 4lh. 

10. K to Kt.'s sq, 10. P. to K. Kt.'s 5th, &c. 

Secondly, — 

9. K. B. to Q.'s 3d. 9. Q. P. one. 

10. K. P. takes P. 10. Q. B. P. takes P. 

11. Q. B. P. one. 11. Q. Kt. to B.'s 3d. 

12. K. to Kt.'s sq. 12. Q. to K. Kt.'s 5th. 

13. Q. Kt. to Q.'s 2d. 13. Q. B. to K. B.'s 4th. 

Black has the better game. 

Finally,— 

9. K. to Kt.'s sq. 9. Q. to K. Kt 's 3d. 

10. K. B. to Q.'s 3d. 10. Q. to her Kt.'s 3d, &c 

Or you may play, — 

10. Q. Kt. to Q. B.'s 3d. 10. Q. P. one. 





10 


K. 


to Kt.'s sq. 




u. 


K. 


R. to his 2d. 




12. 


K. B. to Q.'s 3d. 


11. 


K. 


P 


takes P. 


12. 


Q 


to 


K.'s 2d. 


13. 


Q 


B, 


. P. one. 



THE KING S bishop's GAMBIT. 385 

11. K. P. takes P. 11. Q. B. P. takes P. 

12. Q. Kt. to Q. Kt.'s 5th. 12. K. to Q 's sq. 

He preserves the gambit Pawn. 

10. Q. Kt. to K.'s 4th. 10. Q. P. one. 

Jf instead, you play 10. K. to his Kt.'s sq., he moves 10. Kt, 
t V Ku' i 6th, and proceeds as follows, — 

10. Kt. to his 6th. 

11. Q. to K. Kt.'s 3d. 

12. Q. to her Kt.'s 3d, &c , &c., 

11. Q. B. P. takes P. 

12. K. to Q.'s sq. 

13. K. R. to K.'s sq. 

If you move 13. Q.. to her 3d, he plays 13. R. to K.'s sq., 
and on your retiring the K. to Kt.'s sq., advances P. to K. 
Kt.'s 5th. 

14. K. to Kt.'s sq. 14. P. to K. Kt.'s 5th. 

15. K. Kt. to Q.'s 2d. 15. P. to K. B.'s 6th. 

If at move 15. you retreat the Kt. to K. R.'s 2d, he plays 
P. to B.'s 6th, and if you retire him t® K.'s sq., he may then 
move P. to Q.'s 4th, in either case having a great advantage. 

16. Q. to her 3d. 16. P. takes K. Kt. P. 

17. K. takes P. 17. P. to Q.'s 4th. 

18. K. B. takes P. 18. Kt. talcesK. R. P. (ch.) 

And he has the better game. 

Variation I., beginning at White's iLli move. 

(See ne.xt diagram.) 

7. K. to Kt.'s sq. 7. B. to Q.'s 5th (ch.) 
Black's present move, and the accompanying variations, occur 
in a little pamphlet by Signer Dubois, lately published at 
Rome. Instead of checking with the B. he may play 7. P. 
to K. Kt.'s 5th, compelling you to move 7. Kt. to Kt.'s 5th, 
Dr endure the dangerous check at Q. B.'s 4th, and then he 
may play 8. K. Kt. to R.'s 3d, with a fine attack in preparation. 

8. K. to R.'s 2d. 8. P. to K. Kt.'s 5th. 
If you move 8. K. to B.'s sq., he plays 8. Q. P. one. 

9. Kt. takes B. 9. P. to Kt.'s 6th (ch.) 

10. K. to R.'s 3d. 10. Q. P. two (dis. ch.) 

11. Kt. to K. B.'s 5tb 11. Q. takes Q. 



8d6 



CHESS FOR WINTER EVENINGS. 



12. R. takes Q. 

13. P. to K. R.'s 5th. 



12. Kt. to K. R.'s 3d. 

13. P. takes K. P. 




If^at move 13. you play B. to Q.'s 3d or K.'s 2d, he tnues 
K. P. with P., and wins easily. You may, however, play 
13, Q. Kt. to B.'s 3d, and the game proceeds thus : 

13. Q. Kt. to B.'s .3cl. 13. P. takes K. P. 

14. P. to K. R.'s 5th. 14. R. to K. Kt.'s sq. 

15. Q. Kt. to Q.'s5tli. 15. B. takes K. Kt. (ch.) 

16. K. to R 's 4th. 16. K. to Q.'s sq 

17. Kt. to K. B.'s 6th. 17. K. R. to K. Kt.'s 2d. 

18. Q. P. two. 

Black may now retire his B. to Q. B.'s sq., checking afterwards with his 
Kt. at K. B.'s '4th. In the Httle work just mentioned, the variation is 
carried on several moves farther. Black being made to play 18. P. to K.'b 
Stli, which appears an unnecessary prolongation of the contest. 

14. K. to R.'s 4th. 14. Kt. takes Kt. (ch.) 

15. K. to Kt.'s 5th. 15. P. to K. B.'s 6th. 

16. K. to B.'s 4th. 15. P. to K. B.'s 7th. 

Black wins. 



THE KING S BISHOP S GAMBIT. 3S'' 

Variation II., heginning at Whitens iLh move. 
(Arrange the men as in the diagram.) 

7. K. R. to his 2d. 7. P. to K. Kt.'s 5th. 
Tliis move of the Rook was thought the best by Ponziani. 

8. K. Kt. to Kt.'s 5th. 8. K. Kt. to R.'s 3d. 

A.t move 8. you may play K. Kt. tc K.'s sc.,asin the fellow. 
ing, given by Petroff: — 

8. K. Kt. to K.'s sq. 8. Q. to her B.'s 4th. 

9. Q. to K.'s ad. 9. K. Kt. to B.'s 3d. 

10. Q. P. ore. lO. K. Kt. to R.'s 4th. 

11. Q. B. takes P. 11. Kt. takes B. 

12. Q. takes P. 12. Q. to K. R-.'s 4th. 

13. Q. takes Kt. 13. K. B. to K.'s 4th. 

14. K. B. takes P. (ch.) 14. Q. takes B. 

15. Q. takes Q. (ch.) 15. K. takes Q. 

And wins. 

9. Q. P. two. 9. Q. P. two. 

If instead of so playing, Black attack your Kt. with K. B. 
P. one, you must not retreat the Kt., but take the doubled P. 
with Q. B., and if then he take yourKt., you win his by K. 
R. P. takes P., &c. He may, however, at move 9. play 
P. to K. Kt.'s 6th, in which case the following variation is 
probable : — 

9. P. to K. Kt.'s 6th. 

10. K. B. takes B. P. (ch.) 10. Kt. takes B. 

11. Q. takes Q. 11. P. takes R. 

12. Q. takes Kt. (ch.) 12. K. to Q.'ssq. 

13. Q. takes K. B. 13. P. to R.'s 8th, becoming a Q. 

(ch.) 

14. K. to B.'s 2d. 14. Q. takes K. R. P. (ch.) 

15. K. to his 2d. 15. Q. to K. Kt.'s 5th (ch.) 

16. K. to Q.'s 3d. 16. Q. to K. Kt.'s 6th (ch.) 

17. K. to B.'s 4th. 

You have the advantage. 

10. K. B. takes Q. P. (best). 10. P. to K. Kt.'s 6th. 

11. B. takes K. B. P. (ch.) 11. Q. takes B. 

if he take the B. with the Kt., we have a similar position to 
that last examined. 

12. Kt. takes Q. 12. Q. B. to K. Kt.'s 5th. 
[f he take the R., you simply move K. to B.'s 2d, and musl 



388 CHESS FOR WINTER EVENINGS. 

13. Q. to K.'s sq. 13. P. takes R. 

14. K. to B.'s 2d 14. K. B. takes Q. P. (ch.) 

And Black wins. 

Varialion III., heginning also at Whitens 1th move. 

(Again refei to the diagram.) 

White. Black. 

7. B. to K.'s 2d. 7. P. to K. Kt.'s 5th. 

- 8. Kt. to K.'s sq. 8. K. Kt. to B.'s 3d. 

If at move 8. you play the Kt. to R.'s 2d, he may advance 
the gambit P., and then take K. R. P. with his Q. 

9. Q. Kt. to B.'s 3d. 9. Q. to K. Kt.'s 3d. 

You may likewise move 9. P. to K.'s 5th, but without im 
proving your game ; for suppose, — 

9. P. to K.'s 5th. 9. Kt. to K.'s 5th. 

10. K. B. takes P. 10. Kt. to his 6th (ch.> 

11. K. to Kt.'s sq. 11. Q. takes K. P. 

12. R. to R.'s 3d. 12. K. R. P. two. 

13. B. to K. B.'s 3d. 13. Q. P. two. 

Black has a capital game. 

10. Q. P. one. 10. Kt. to K. R.'s 4th. 

11. Kt. to Q.'s 5th. 11. Kt. to Kt.'s 6th (ch.) 

12. K. to Kt.'s sq. 12. K. B. cheeks. 

13. K. to R.'s 2d. 13. Kt. takes B. 

He ought to win. 

GAME THE THIRD. 
White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. B. to Q. B.'s 4th. 3. Q.toK. R.'s 5th (ch.) 

4. K. to B.'s sq. 4. K. Kt. P. two. 

5. Q. to K. B.'s 3d. 5. Q. Kt. to B.'s 3d. 

5, Q. tjo K. B.'s 3d, we owe to Cozio, who first introduced 
thin move of the Q. into_ the variations of the Bishop's Gambit, 
jn answer to it Black may move 5. Q. P. one, or 5. K. Kt. 
to R. R.'s 3d. (See the Variation.) If he play 5. K. Kt. to 
B.'s 3d, or 5. K. B. to Q. B.'s 4th, the result will be an even 
game. {e. g.) In the first case, — 



THE KING S BISHOP S GAMBIT, 



389 



6. K. Kt. P. one. 

7. P. takes P. 

8. Kt. takes Q. 

9. P. takes P. 



5. K. Kt. to B.'s 3J. 

6. Q. to K. R.'s 4th. 

7. Q. takes Q. 

8. Kt. takes K. P. 



The game is even. 



5. K. B. to Q. B.'s 4th. 

6. Q. to K. R.'s 3d. 

7. B. takes Kt. 



Equal game. 



Secondly, — 

6. K. Kt. P. one. 

7. K. R. P. two. 

8. R. takes B. 

6. K. Kt. P. one. 

7. P. takes P. 

If he play here 7, Kt. to Q.'s 5th, you gain the advantage 
for example, — 

7. Kt. to Q.'s 5th. 

8. Q. to her 3d. 8. K. B. to Q. B.'s 4th. 

9. Q. B. P. one. 9. Q. Kt. to K.'s 3d. 

10. P. to K. B.'s 5th. 10. Q. Kt. to K. B.'s 5th. 

11. Q. to K. B.'s 3d. 

Your game is the better. 



6. Q. to K. R.'s 3d. 

7. P. takes P. 



8. Q. P. one. 

9. Q. to K. B. 



2d. 



8. Q. Kt. to Q.'s 5th. 

9. K. B. to Q. B.'s 4th. 



If instead of moving the Q. thus, you play her, as Cozio ad- 
vises, to her own sq., Black replies with 9. Q. P. two, and 
has a fine attack. 

10 Q. B. takes P. 10. Q. Kt. takes Q. B. P. 

Mr. Lewis suggests 10. P. to Q. B.'s 3d, instead of 10. Q. 
B. cakes P., pursuing the game as follows : — • 

10. Q. B. P. one. 10. Kt. to Q. Kt.'s 6th. 

11. P. to Q.'s 4th. 11. B. takes P., or (A.) 

12. P. takes B. 12. Kt. takes Q. R. 

13. Q. B. takes P. 13. Q. to her B.'s 3d. 

14. Q. Kt. to Q.'s 2d. 14. Q. Kt. to B.'s 7th. 

15. K. Kt. toB.'sSd. 15. Q. P.one. 

16. K. Kt. to his 5th. 

And Mr. Lewis prefers your game. 



(A.) 



12. P. takes B. 

13. Q. B. takes P. 

14. P. takes Q. P. 



11. Kt. takes Q. R. 

12. Q. P. one. 

13. Q. to K. Kt.'s 3d. 

14. P. takes P. 



390 CHESS FOR WINTER EVENINGS. 

15. Q. Kt. to Q.'s 2d. 15. Q. B. to K.'s 3d. 

16. K. Kt. to B.'s 3d. 

You have the better game. 

11. B. halves Q. 11. B. takes Q. 

12. Q. B. to Kt.'s 7th. 12. K. B. to Q.'s 5th. 

Black maintains his Pawn. 



Variation, heginning at Black's oth move. 
White. Black. 

II. K. P. two. ri. K. P. two. 

2. K. B. P. two. \ 2. P. takes P. 

3. B. to Q. B.'s Uh. I 3. Q. checks. 

4. K. to B.'s sq. 14. K. Kt. P. two. 

5. Q. to K. B.'s 3d. 5. Q. P. one. 

He has also the choice of 5. K. Kt. to R.'s 3d, as in the fol 
lowing : — 

5. K. Kt. to R.'s 3d. 

6. K. Kt. P. one. 6. P. takes P. 

7. P. takes P. 7. Q. to K Kt.'s 5th. 

8. K. B. takes P. (ch.) 8. K. to his 2d. 

9. B. to K. R.'s 5th. 9. Q. takes Q. (ch.) 
10. Kt. takes Q. 

You have the advantage. 

6. K. Kt. P. one. 6. Q. to K. Kt.'s 5th. 

7. Q. P. two. 7. Q. takes Q. 

8. Kt. takes Q. 8. K. B. to K. R.'s 3d 
If he play 8. P. to K. Kt.'s 5th, you can move 9. K. Kt. to 
his 5th ; and if he play 8. P. takes P., you may take K. Kt. 
P. with Kt. 

9. P. takes P. 9. P. takes P. 

10. Q. Kt. to B.'s 3d. 10. Q. B. checks. 

11. K. to B.'s 2d. 11. K. Kt. to K.'s 2d. 

12. Q. Kt. to K.'s 2d. 12. K. Kt. to his 3d. 

13. K. Kt. to K.'s sq. 

Followed by 14. K. Kt. to Q.'s 3d, wimiing the P., wilh a 
good situation. 



THE king's bishop's GAMBIT. 391 



LESSON IX. 

In the previous Lesson we liave followed out, at some 
ength, the most promiuent variations which occur when 
both the attack and defence in this opening are conducted 
upon the principles recommended by the best authorities, and 
the result would seem to prove that against every system 
of attack in the King's Bishop's Gambit at present known, 
the defence, though difficult and complex in the extreme, is 
satisfactory. 

It yet remains for us to consider what are the piobable 
deviations from the several standard methods of defence, and 
in what manner these should be turned to advantage by the 
opening player. 

GAME THE FIRST. 
White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. B. to Q. B.'s 4th. 3. K. Kt. P. two. 

This mode of defence, though the best in the other gambits 
of the King's side, is objectionable in the Bishop's Gambit. 

4. K. R. P. two. 4. B. to K. Kt.'s 2d. 

If he move 4. K. B. P. one, you mate him in five moves. 
If he play 4. P. takes P., then — 

5. Q. to K. R.'s 5th. 5. Q. to K.'s 2d. 

6. Q. P. ont 

And you win his two advanced Pawns. 
So also, if he move 4. K. B. to R.'s 3d, you answer with 5. Q. to K. 
R.'s 5th, and presently win the gambit P. ; and finally, if he play 4. K. 
R. P. two, the following moves will show, you Ukewise gain the gambit 
P.:— 

4. K. R. P. two. 

5. P. takes Kt. P. 5. Q. takes P. 

6. K. Kt. to B.'s 3d. 6. Q. to K. Kt.'s 6th (ch.) 

7. K. to B.'s sq. 7. Q. P. one. 

8. Q. Kt. to B.'s 3d. 8. K. Kt. to B.'s 3d. 

9. Q. Kt. to K.'s 2d, &c., &c.. 

Showing, as Major Jaenisch remarks, that whatever move he make, unless 
he checl^ with his Q. at the 3d move, you win the gambit P. 



392 CHESS FOR WINTER EVENINGS. 



5. 


Q. P. two. 


5. K. R. P. one. 


6. 


P. takes P. 


6. P. takes P. 


7. 


R. takes R. 


7. B. takes R. 


8. 


Q. to K. R.'s 5th. 


8. Q. to K. B.'s 3d. 


9. 
,0. 


P. to K.'s 5th. 

K. Kt. to K. R.'s 3d. 


9. Q. to K. Kt."s 2d. 




You have the better game 



GAME TflE SECOND. 
White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. B. to Q. B.'s 4th. 3. K. B. P. two. 

This was the favorite defence in former times. It is fouhd 
in Salvio, and has been sanctioned . by Philidor, Ercole del 
Rio, and other leading writers of the last century. Both 
Jaenisch and V. H. der Laza too appear to believe it may be 
adopted with perfect safety. 

4. Q. to K.'s 2d. 4. Q. checks. 

If you play 4. B. takes Kt. or 4. P. takes P., he checks with 
his Q. at K. R.'s 5th. You may, however, play 4. Q. Kt. to 
B.'s 3d, as in the variation. 

5. K. to Q.'s sq. (best.) 5. P. takes K. P. 

6. Q. takes P. (ch.) 6. B. to K.'s 2d. 

7. Q. P. two. 7. K. Kt. to B.'s 3d. 

8. Q. takes K. B. P. 8. Q. takes Q. 

Even game. 
These are the moves adopted by the chief authorities. White 
would appear, however, to have a better game by taking off 
the K. Kt. at his 7th move, then playing Kt. to K. B.'s 3d, 
followed by Q. Kt. to B.'s 3d, and K. R. to K.'s sq. 

Variation, leginning at Whitens itJi move. 

4. Q. Kt. to B.'s 3d. 4. Q. to K. R.'sSth, (ch.) 

5. K. toB.'ssq. 5. K. Kt. to B.'s 3d, or (A.) 
Ma»:lern chess writers are not agreed upon the best move for 
Black at this point. Mr, Lewis advocates that in the text, 
t^'hich he conceives to establish the opening in White's favor, 





6. 

7. 


Q. to K. R.'i 
K. Kt. to K. 


s4th. 
's 5th. 


7. 
8. 
9. 
10, 


K. 

K. 

P. 

, K 


Kt. to his 5th. 
, Kt. to K.'s 6lh (ch.) 

takes Q. B. 
. to Q.'s sq. 



THE king's bishop's GAMBIT. 393 

while Major Jaenisch and the German " Handbuch " con- 
sider Black's proper play, and that which gives him an ad- 
vantage in the game, to be 5. P. takes P. I present the 
leading variations on each of these moves, that you may 
judge between them. 

6. K. Kt. to B.'s 3d. 

7. P. to K.'s 5th. 
If K. Kt. to his 5th, then— 

8. Q. P. two. 

9. Q. B. takes Kt. 

10. Q. Kt. to Q.'s 5th. 

11. Q. Kt. takes K. P. 

And you have a sufficient game. 

8. Q. Kt. to Q.'s 5th. 8. K. Kt. to liis 6th (ch.) 
If he play 8. K. toQ.'s sq., you take the gambit P. with Kt. 

9. K. to K. Kt.'s sq. 9. K. Kt. takes R. 

10. Kt. takes Q. B. P. (ch.) 10. K. to Q.'s sq. 

11. Q. Kt. takes Q. R. 11. K. Kt. to his 6th.- 

12. P. takes K. Kt. 12. P. takes P. 

13. Q. P. two. 13. K. B. to K.'s 2d. 

14. Q. B. to K. B.'s 4th. 14. Q. to K. Kt.'s 5th. 

15. Kt. to K. Kt.'s .5th. 15. Q. takes Q. B. 

16. Kt. to K. B.'s 7th (ch.) 16. K. to his sq. 

17. Q. to her 3d. 17. K. B. to Q.'s sq. 

18. K. Kt. to Q.'s e.h (ch.) 18. K. to B.'s sq. 

19. Q. R. to K. B.'s sq. 

And you will checkmate in a few moves. 

(A.) 

5. P. takes K. P. 
This is the move recommended by Jaenisch, in preference to 
Mr. Lewis's play of 5. K. Kt. to B.'s 3d. 

6. Q. Kt. takes P. 6. Q. B. P. one. 

7. Q. to K.'s 2d. 7. K. to Q.'s sq. 

8. K. Kt. to K. B.'s 3d. 8. Q. to K.'s 2d. 

If he play 8. Q. to K. R.'s 4th, you reply with Q. Kt. to K. 
Kt 's 5th ; and if he then play 8. Q. P. two, you move 9. 
K. Kt. to K.'s 5th. 

9. Q. Kt. to K, Kt.'s 5th. 9. Q. takes Q. (ch.) 
10. B. takes Q. 10. K. to his sq. 



394 CHESS FOR WINTER EVENINGS. 



11. 


K. Kt. to K.'s 5th. 


11. K. B. to K.'s 2d. 


12. 


K. Kt. to K. B.'s 7th. 


12. B. takes Q. Kt. 


13. 


Kt. takes B. 


13. K. R. P. one. 


14. 


B. to K. R.'s 5th (oh.) 


14. K. to K.'s 2d. 


15. 


Kt. ro K. B.'s 7th. 


15. K. Kt. to B.'s 3d. 


16. 


Kt. takes R. 


16. Kt. takes B. 


17. 


Kt. to Kt.'s 6th (oh.) 


17. K. to B.'s 3f'. 


18. 


Kt. to K. R.'s 4th. 


18. K. Kt. P. two. 


19. 


Ki. to K. B.'s 3d. 






You have the better game. 


The two last variations are from Lewis's Treatise (1844) 



GAME THE THIRD. 
V/h/le. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. B. to Q. B.'s 4th. 3. Q. P. two. 

"1 us defence, although perhaps not critically sound, is prof- 
eiable, I think, to either of the two last examined. 

4. B. takes P. 4. K. Kt. to B.'s 3d. 

Tf you take P. with P., instead of with the B., you mask the 
attack of your B., and enable him more speedily to develope 
his foices. 

5. Q. to K.'s 2d. 5. Kt. takes B. 

The " Handbuch " gives this as your best move ; 5. Q. to 
B.'s 3d appears to be inferior, from her occupying the sq. 
your Kt. is wanted on. You may, however, instead of moving 
the Q. play 5. Q. Kt. to B.'s 3d, for which see the varia- 
tion. 

In place of taking the B., Black may move 5. Q. B. P. 
one, but jou then have an immediate advantage. 

6. P. takes Kt. (dis. ch.) 6. B. to K.'s 2d. 

7. Q. to K. B.'s 3d. 7. B. to K. R.'s 5th (ch.) 
As the " Handbuch " observes, you may also play 7. Q. P. 
one, but in thai case, I think. Black would get the bettor 
game by casthno, and threatening, at his next move, to play 
R. to K.'s sq. a fou took his P., or B. to K. R.'s 5th if you 
attempted eithev to sustain your doubled P. or brought out 
your K. Kt. 



THE ki;;g's bishop's gambit. 395 

8. K. Kt. P. one. 8. P. takes P. 

9. P. takes P. 9. B. to K. Kt.'s 4th. 
10. Q. Kt. to B.'s 3d. 

Even game. 

These are the moves which the " Handbuch" gives, but tho 
defence has yet to be thoroughly analyzed. At move 8. 
Black, instead of taking the K. Kt. P., and thus opening your 
II. 's file, may castle, and then, perhaps, your best move would 
oe 9. K. Kt. to K.'s 2d, but if you took either his B. or P., 
he would win the game, I think. For example ; in the first 
place, — 

8. Castles. 
9. P. takes B. 9. Q. takes P. (ch.) 

10. Q. to B.'s 2d. 10. R. to K.'s sq. (ch.) 

(If at move 10. you play K. to B.'s sq., he answers with R. to K.'s sq., 
and you must lose ; for if you then play 11. Kt. to K.'s 2d, he attacks 
your Q. with his B., and if 11. Q. to B.'s 2d, he checks with the B. at 
K. R.'s 6th, then, when you have taken his B., he takes the Kt. (ch.), 
afterwards pushing the P. to B.'s 6th, &c.) 

11. Kt. to K.'s 2d. 11. Q. to K. R.'s 4th. 

(If instead of interposing the Xt., you move your King to B.'s sq., he 
checks with the B., &c.,as above described.) 

12. Q. Kt. to B.'s 3d. 12. P. to B.'s 6th. 

And he must win. 

in the second place, — 

8. Castles. 
9. Q. takes P. 9. Q. takes P. 

10. Kt. to K. B.'s 3d. 10. K. B. to K. Kt.'s 4th. 

(If you play 10. Q. to B.'s 3d, he may check with his R., and will liave 
an irresistible attack.) 

11 Q. Kt. to B.'s 3d. 11. Q. to her B.'s 3d. 

And wins. 

I can see no better move for you than this of the Q. Kt. ff you take 
the B., either with your Kt. or Q., you must infallibly lose the game in 
1 few moves, and if you play 11. Q. B. P. two, he retires his Q., as in 
the text. 

You must not regard these deviations from the accepted series of moves 
BS correct analyses ; they are merely given to show that there is much 
'atent resource in the present system of defence, and to pique the attention 
of other writers to it. 



CHESS FOR WINTER EVENINGS. 





Variation, beginning 


■at 


White'-i 


5th move. 




1 


White. 








Black. 




ri. 


K. P. two. 




1. 


K. 


P. two. 




2. 


K. B. P. two. 




2. 


P. takes P. 




• 3. 


B. to Q. B.'s 4th. 




■ 3. 


Q. 


P. two. 




U. 


B. takes P. 




U. 


K. 


Kt. to B 


.'s U. 


5. 


Q. Kt. toB.'s3H. 




5. 


K. 


B. to Q. 


Kt's 5th. 


6. 


K. Kt. to K.'s 2d. 




6. 


B. 


takes Q. 


Kt. 


baps 


your best move is 6. 


K. 


Kt. to B 


.'s 3d, instead of to 



K.'s 2d. The " Handbuch" also gives 6. Q. B. P. one for 
Black, and then proceeds thus, — 

6. Q. B P. one. 

7. B. to Q. B.'s 4th. 7. Q. B. to K. Kt. fe 5th. 

8. Q. P. one. 8. K. Kt. to K. R 's 4th.* 

9. Castles. 9. K. B. takes Q. Kt. 
10. P. takes B. 10. K. Kt. P. two. 

An equal game. 

7. Q. P. takes B. 7. Q. B. P. one. 

If you take the B. with K. Kt. instead of Q. P., Black will 
answer 7. Q. B. to K. Kt.'s 5th, then Kt. takes B., after- 
wards checking with the Q. and playing P. to K. B.'s 6th 

8. B. to Q. B.'s 4th. 8. Q. takes Q. (ch.) 

9. K. takes Q. 9. Kt. takes K. P. 
10. K. to his sq. 

The game is about even, since Black must eventually lose the 
gambit Pawn. At his 6th move, instead of taking your 
Q. Kt. he may get an embarrassing sort of attack on you by 
taking off your K B., then checking with his Q., and after- 
wards advancing the P. to K. B.'s 6th, but with care you 
can defend yourself 

* Both these last moves I think maybe improved. White should have 
cnstled, since pushing the Q. P. allows Black to take the K. P., and ( bta'n 
a decisive advantage. («. g.) 

8. Q. P. one. 8 Kt. takes K. P. 

9. P. takes Kt. 9. Q. to K. R.'s 5th (ch.) 
(If you castle instead of taking his Kt., you lose a Piece.) 

10. K. to B.'s sq. 10. P. to K. B.'s 6th. 
(If 10. K. to Q.'s 2d, Black castles, and wins easily.) 

11. P. takes P. 11. B. to K. R.'s 6th (ch.^ 

And mates in five moves. 



THE KING S bishop's GAMBIT. 39"^ 

GAME THE FOURTH. 
White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. B. to Q. B.'s 4th. 3. Q. B. P. one. 

This mode of defence in the Bishop's Gambit is found in the 
oldest works, and may apparently be ventured without danger, 
but without advantage. 

For the move 3. Q. Kt. P. two, which Black may make 
at this point, or after giving check with the Q., see the 
Illustrative Games at the end of the Lesson ; observing here 
only, that after 3. Q. Kt. P. two, it is not orudent for you to 
take the K. B. P. (ch.). (e. g.) 





3. Q. Kt. P. two. 


4. B. takes K B. P. (ch.) 


4. K. takes B. 


5. Q to K. R.'s 5th (ch.) 


5. K. Kt. P. one. 


6. Q. to Q.'s 5th (ch.) 


6. K. to Kt.'s 2d. 


7. Q. takes Q. R. 


7. Q. to K. R.'s 5th (ch.) 


8. K. to Q.'s sq. 


8. Q. to K. Kt.'s 5th (ch.) 



(If 8. K. to B.'ssq , he plays 8. K. B. to Q. B.'s 4th, and on your moving 
9. Kt. to K. R.'s 3d, he replies 9. P. to K. B.'s 6th, and wins.) 
9. Kt. to K.'s 2d. 9. Q. takes K. Kt. P. 

10. R. to Kt.'s sq. 10. Q. to K. B.'s 7th. 

He ought to win. 



4. 


Q. P. two. 


4. Q. P. two. 


5. 


P. takes P. 


5. P. takes P. 


6. 


K. B. checks. 


6. Q. Kt. to B.'s 3d. 


7. 


Q. B. takes P. 


7. Q. to her Kt.'s 3d. 


8. 


Q. to K.'s 2d (ch.) 


8. Q. B. to K.'s 3d. 


9. 


Q. B. P. one. 


9. Castles on Q.'s side. 


10. 


K. Kt. to B.'s 3d. 






The game 


is equal. 



GAME THE FIFTH. 

Having gone through the probable variations which Black 
may adopt instead of checking with the Q., at his 3d move, 
we have now to consider those at his command, (after giving 
the check,) when he does not play the usual move of 4. K. 
Kt. P two. 



aUa CHESS FOR WINTER EVENINGS. 

White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. B. to Q. B.'s 4th. 3. Q. checks. 

4. K. to B.'s sq. 4. B. to Q. B.'s 4th. 
This defence is found in Greco, but is not to be com. 
mended, because it gives you a favorable opportunity to 
develope your game and establish your Pawns in the cenire. 

5. Q. P. two. 5. B. to Q. Kt.'s 3d. 

6. K. Kt. to B.'s 3d. 6. Q. to K.'s 2d. 

7. Q. B. takes P. 7. Q. takes K. P. 

8. B. takes K. B. P. (ch.) 8. K. to B.'s sq. 

9. Q. B. to K. Kt.'s 3d. 9. K. Kt. to R.'s 3d 

10. Q. Kt. to B.'s 3d. 10. Q. to K.'s 2d. 

11. K. B. to Q. Kt.'s 3d. 11. Q. B. P. one. 

12. Q. to her 2d. 12. Q. P. two. 

13. Q. R. to K.'s sq. 

And you have the better game. 

GAME THE SIXTH. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. B. to Q. B.'s 4th. 3. Q. checks. 

4. K. to B.'s sq. 4. K. Kt. to B.'s 3d. 

5. K. Kt. to B.'s 3d. 5. Q. to K. R.'s 4th. 

If he play his Q. to K. Kt.'s 5th, you take his K. B. P. with 
B. (ch.), and if 5. Q. to K. R.'s 3d, then you move 6. Kt. to 
K.'s 5th. 

6. K. R. P. two. 6. K. Kt. P. two. 

Vou may also play 6. P. to K.'s 5th without harm. (e. g.) 

6. P. to K.'s 5th. 6. K. Kt. to K.'s 5th. 

7. Q. P. two. 7. Kt. to his 6th (ch.) 

8. K. to Kt.'s sq. 8. Kt. takes R. 

9. Q. B. takes P. 

Tilt loss of the exchange is compensated by the superior development of 
your game. 

if Black at move 6. take the K. P., you play 7. Q. to K.'s 2d 

7. Q. Kt. to B.'s 3d. 7. K. R. P. one. 

8. P. to K.'s .5th. 8. Kt. to his sq. 



THE king's bishop's GAMBIT. 399 

(1' 8. Kt. to his 5th, then 9. K. to Kt.'s sq., followed oy 10. 
P. takes K. Kt. P. 

9. K. B. to K.'s 2d. 9. P. to Kt.'s 5th. 

You might also move 9. Q. P. two. 

10. Kt. to K. R.'s 2d. 10. Q. takes K. P. 

11. Q. P. two. 

You have tne advantage. 



GAME THE SEVENTH. 
White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. B. to Q. B.'s4th. 3. Q. checks. 

4. K. to B.'s sq. 4. Q. to K. B.'s 3d. 
Although defective, this 4th move of defence is much stronger 
than either 4. B. to Q. B.'s 4th, or 4. K. Kt. to B.'s 3d. 

5. Q. Kt. to B.'s 3d. 5. Q. B. P. one. 

He may also play 5. K. Kt. to K.'s 2d. (See Variation.) 

6. Q. P. two. 6. Q. P. one. 

7. K. Kt. to B.'s 3d. 7. K. Kt. P. two. 

8. K. R. P. two. 8. K. R. P. one. 

9. P. to K.'s 5th. 9. P. takes P. 

10. P. takes P. 10. Q. to K. Kt.'s 2d. 

11. Q. to her 4th. 11. B. to K. Kt.'s 5th. 
If he play 11. B. to K.'s 2d, you move 12. P. to K.'s 6th, and 

f 11. Q. Kt. to Q.'s 2d, you proceed as follows: — 
11. Q. Kt. to Q.'s "sd. 

12. P. takes Kt. P. 12. P. takes P. 

13. R. takes R. 13. Q. takes R. 

14. P. to K.'s 6th. 14. Q. to K. R.'s 8th (ch.) 

15. Q. to K. Kt.'s sq. 15. Q. takes Q. (ch.) 

16. K. takes Q. 

The game is in your favor. 



12. 


P. takes Kt. P. 




12. P. takes P. 


13. 


R. takes R. 




13. Q. takes R. 


14. 


Kt. takes K. Kt. P. 




14. Q.toK.R.'s8th(ch.) 


15. 


Q. to K. Kt.'s sq. 




15. Q. takfes Q. (ch.) 


16. 


K. takes Q. 








You have 


the 


superiority. 



400 CHESS FOR WINTER EVENINGS. 

Variation beginning at Blade's 5th move. 
White. Black. 

1. K, P. two. ri. K. P. two. 

2. K. B. P. two. 2. P. takes P. 



3. B. to Q. B.'s Uh. I 3. Q. checks. 

4. K. to B.'s sq. 1 4. Q. to K. B.'s M. 

5. q. Kt. to B.'s 2>d. 5. K. Kt. to K.'s 2d. 

6. Q. P. two. 6. Q. P. one. 

7. K. Kt. to B.'s 3d. 7. K. Kt. P. two. 

If he play 7. Q. B. to K.'s 3d, you move 8. Q. to her 3d. 

8. K. R. P. two. ' 8. K. R. P. one. 

-9. P. to K.'s 5th. 9. Q. to K. Kt.'s 2d. 

Jaenisch plays 9. P. takes K. P. The " Handbuch" gives 
the move in the text. 

10. K. R. P. takes P. 10. K. R. P. takes P. 

11. R. takes R. 11. Q. takes R. 

12. Q. Kt. to K.'s 4th. 12. P. takes K. P. 

13. P. takes P. 13. Q. toK. R.'s8th(ch.) 

14. K. Kt. to his sq. 14. Q. Kt. to Q.'s 2d. 

15. Q. Kt. takes P. 15. Q. Kt. takes K. P. 

16. Q. to K.'s 2d. 

You have the better position. 

GAME THE EIGHTH. 
White. Black. 

1. K.P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. B. to Q. B.'s 4th. 3. Q. checks. 

4. K. to B.'s sq. 4. Q. P. one. 

This defence is considered incorrect, as it admits of your im- 
mediately recovering the Pawn by Cozio's move, 5. Q. to K. 
B.'s 3d, nevertheless it requires to be met with circumspec- 
tion. 

5. Q. to K. B.'s 3d. 5. K. Kt. P. two. 
Instead of 5. Q. to K. B.'s 3d, you may play 5. Q. P. two, 
as in the variation. 

If you move 5. Q. Kt. to B.'s 3d, his best reply is 5. Q. 
B. to K.'s 3d. 



THE KING S bishop's GAMBIT. 401 



6. K. Kt. P. one. 

7. Q. P. one. 

8. Q. takes Q. 

9. K. R. P. two. 
10. Q. B. take.* P. 

Even 


6. Q. to K. Kt.'s 5th. 

7. K. B. to R.'s 3d. 
. 8. B. takes Q. 

9. P. takes R. P. 

game. 


Variation, heglnning 
WJiiic. 


at White's 5th move. 
Black. 


fl, K. P. two. 

2. K. B. P. tioo. 
' 3. B. to Q. B.'s Ath. 
^4. K. to B.'s sq. 

5. Q. P. two. 


fl. K. P. two. 

2. P. takes P. 

3. Q. checks. 
A- Q. -P. one. 

5. Q. B. to K.'s 3d. 



Jaenisch recommends this move for Black ; the " Handbuch' 
suggests, however, that his best play is perhaps 5. Q. to K. 
B.'s 8d, and then the game proceeds as in Game the Seventh 
of this Lesson. Instead of either of these moves, he mivy 
play 5. K. Kt. P. two, and the game be pursued as follows, — 
5. K. Kt. P. two. 

6. K. Kt. to B.'s 3d. 6. Q. to K. R.'s 4th. 

7. K. R. P. two. 7. K. B. to Kt.'s 2d (best). 

8. K. R. to his 2d. 8. Q. B. to K. Kt.'s 5th. 

9. K. to Kt.'s sq. 9. K. Kt. to K.'s 2d. 

(A similar position occurs in Game the Second, Lesson VIII.) 

10. Q. B. P. one. 10. B. takes Kt. 

11. P. takes B. 11. R. to K. Kt.'s sq. 

12. P. takes K. Kt. P. 12. Q. takes P. (ch.) 

13. K. to B.'s sq. 13. Q. Kt. to Q.'s 2d. 

14. Q. to her Kt.'s 3d. 14. P. tc Q.'s 4th. 

(You might also play 14. Q. to her 2d, but still the advantage would be 
on Black's side, who could castle, with a fine game. Instead of 14. P. 
to Q.'s 4th, Jaenisch and the " Handbuch" give Black 14. B. takes Q. 
P., which seems premature, and leads only to an equal game, while by 
first advancing the Q. P., he ought, I think, to win.) 

15. R. to K. Kt.'s 2d. 15. P. takes B. 

(If instead of so playing, you take the Q. P. with P., he takes Q. P. with 
B., and wins ; and if you take Q. P. with B., then his move, Kt. takes 
B., followed by B. to K.'s 4th, gives him an irresistible game.) 

16. Q. takes Q. Kt. P. 16. Q. takes R. (ch.) 

17. K. takes Q. 17. Q. R. to Kt.'s sq. 

18. Q. to Q. R.'s 6th (best). 18. B. takes Q. P. (dis. ch ) 

19. K. to B.'s sq (best). 19. R to K. Kt.'s 8th (ch.) 

18 



402 CHESS FOE WINTER EVENINGS. 

(If at move 19. yoii play the King to his R.'s file, then 19. Q. R. to Q 
Kt.'s 3d wins.) 

20. K. to his 2d. 20. K. R. takes B. 

21. P. takes B. 21. Q. R. takes P. (ch.) 

22. Kt. to Q.'s 2d. 22. K. R. takes R. 
(Followed by K. R. takes Q. R. P., and he ought to win easily.) 

6. Q. to her 3d. 6. B. takes B. 

7. Q. takes B. 7. Q. B. P. one. 

8. Q. to her Kt.'s 3d. 8. Q. Kt. P. one. 

9. Q. to K. R.'s 3d. 9. Q. takes Q. 

10. Kt. takes Q. 10. K. Kt. toB.'s 3d. 

1 1 . Q. Kt. to B.'s 3d. 11. Q. Kt. to Q.'s 2d. 

The game is even. 



GAMES IN ACTUAL PLAY. 

ILLUSTRATIVE OF THE KINg's BISHOP's GAMBIT. 
{From the Chess-Player's Chronicle.) 

GAME I. 
Between La Bourdonnais and McDonnell. 





White, (Mr. McD.) 


Black, (M. La B.) 


1. 


K. P. two. 


I.K.P. two. 


2. 


K. B. P. two. 


2. P. takes P. 


3. 


B. to Q. B.'s 4th. (a) 


3. Q. checks. 


4. 


K. to B.'s sq. 


4. K. Kt. P. two. 


5. 


Q. Kt. to B.'s 3d. 


5. K. B. to Kt.'s 2d. 


6. 


Q. P. two. 


6. Q. P. one. 


7. 


K. B. to K.'s 2d. 


7. Q. Kt. to B.'s 3d. 


8. 


P. to K.'s 5th. 


8. K. Kt. to K,'s 2d. 


9. 


Q. Kt. to his 5th. 


9. Castles. 


10. 


Q. Kt. takes Q. B P. 


10. Q. R. to Q. Kt.'s sq. 


11. 


K. Kt. to B.'s 3d. 


11. Q. to K. R.'s 3d. 


12. 


P. takes P. 


12. K. Kt. to K. B.'s 4th. 


13. 


Q. B. P. one. 


13. K. Kt. to his 6th (ch.) 


14. 


P. takes Kt. 


14. Q. takes R. (ch.) 


15. 


K. to B.'s 2d. 


15. P. takes P. (ch.) 


16. 


K. takes P. 


16. Q. takes Q. 


17. 


B. takes Q. 


17. K. R. P. one. 


18. 


Q. Kt. P. one. 


18. Q. Kt. P. two. 


19. 


Q. B. to K.'s 3d. 


19. K. B. P. two. 


20. 


P. to Q.'s 5th. 


20. P. to K. B.'s 5th (ch.) 


21. 


K. to R.'s 2d. 


21. P. takes B. 


22. 


P. takes Kt. 


22 P. to K. Kt.'s 5th. 


S53. 


K. Kt. to Q.'s 4th. 


23. B. to K.'s 4th. (ch.) 



THE king's bishop's GAMBIT. 403 

24. K. to Kt.'s sq. 24. K. B. takes Q. P. 

25. Q. Kt. takes P. 25. K, B. to Q. B.'s 4th, 

26. P. to Q. Kt.'s 4th, (J) 26. K. B. to Q. Kt.'s 3d. 

27. Q. Kt. to Q.'s 6th. 27. K. B. takes K. Kt. 

28. P. takes B. 28. Q. R. takes Kt. P. 

29. Kt. takes B. 29. K. R. takes Kt. 

30. P. '.o Q.'s 5th. 30. K. to B.'s 2d. 

31. B. to Q. Kt.'s 3d. 31. K. to K.'s 2d. 

32. K. to B.'s sq. 32. Q. R. toK.'s 5th. 

33. K. to his 2d. 33. K. R. to K. B.'s sq. 

34. K. to Q.'s 3d. 34. Q. R. to K.'s 4th. 

35. R. to K.'s sq. 35. K. to Q.'s 3d. (c) 

36. R. takes P. 36. R, takes R. (ch.) 

37. K. takes R. 37. P. to K. R.'s 4th. 

38. K. to his 4th. 38. P. to K. R.'s 5th. 

39. B. to Q.'s sq. 39. P. to K. R.'s 6th, 

40. P. takes P. 40. P. takes P. 

41. B. to K. B 's 3d. 41. P. to K. R.'s 7th. 

42. B. to K. Kt.'s 2d, 42. R. to K. B.'s 8th. 

Ml'. McDonnell resigned. 



NOTES TO GAME T. 

(a) This was a favourite opening of McDonnell's ; he bestowed much 
time and labour on its analyses, and discovered many skilful methods o{ 
diversifying the attack. 

(b) K. B. to K.'s 2d would have been better play we believe. 
C/;) This game is very cleverly played by La Bourdonnais. 



GAME II. 
Between the same players. 

White (Mr. McD.) Black (M. La B.) 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. B.to Q. B.'s 4th. 3. Q. checks. 

4. K. to B.'s sq. 4. K. Kt. P. two. 

5. Q. Kt. to B.'s 3d. 5. K. B. to Kt.'s 2d 

6. Q. P. two. 6. Q. Kt. to B.'s 3d 

7. P. to K.'s 5th. 7. K. Kt. to K.'s 2d. 

8. K. Kt. to B.'s 3d. 8. Q. to K. R.'s 4th. 

9. Q. Kt. to K.'s 4th. 9. K. R. P. one. 

10. Kt. to K. B.'s 6th (ch.; 10. B. takes Kt. 

11. P. takes B, 11. Q. P. two. 

12. B to Q.'s 3d. 12. K. Kt. to B.'s 4th. 

13. Q. to K.'s sq. (ch.) 13. K. to Q.'s sq. 

14. Kt. to K.'s 5th. 14. K. Kt. takes Q. P. (a) 

15. Q. B. P. one. 15. Q. Kt. takes Kt. 

16. Q. takes Kt. 16. Kt. to Q. B.'s 3d. 



t04 



CHESS FOR WINTER EVENINGS. 



17. Q. takes Q. P. (ch.) 

18. B. to Q. Kt.'s 5th. (&) 

19. B. talces Kt. (ch.) 

20. Q. to B.'s 5th. (ch.) 

21. B. to K. B.'s 3d. 

22. Q. to Q.'s 4th. 

23. Q. to K.'s 5th. 

24. K. B. to K.'s 2d. (c) 

25. K. to B.'s 2d. (d) 

26. Q. B. to K.'s 3d. 

27. K. R. P. two. 

28. Q. to her 5th. 

29. K. takes P. 

30. K. to Q.'s 2d, 



17°. K. to his sq. 

18. Q. B. to K.'s 3d. 

19. K. to K. B.'s sq. 

20. K. to Kt.'s sq. 

21. Q. to K. Kt.'s 3d. 
22 Q. B. P. two. 

23. Q. R. to K.'s sq. 

24. P. to K. B.'s 6th. 

25. P. takes B. 

26. Q. Kt. P. one. 

27. Q. B. to Q.'s 2d. 

28. Q. takes P. (ch.) 

29. B. to K. Kt.'s 5th. (ch.) 

30. R. to Q.'s sq. 
And White resigned. 



NOTES TO GAME II. 

(a) Had Black checked with his Kt. and taken the Rook, he would 
iave been mated in five moves.. 

(6) This portion of the game is played by Mr. McDonnell with greal 
judgment. 

(c) It would have been better to take the Q. B. P. with Q. 

(d) It is obvious he would have lost his Q. by taking the P. 





GAME 


1 III. 




Between the same opponents. 




Wliitc, (Mr. McD.) 


Black, (M. La B.) 


1. 


K. P. two. 


1. K. P.two. 


2. 


K. B. P. two. 


2. P. takes P. 


3. 


B. to Q. B.'s 4th 


3. Q. checks. 


4. 


K. to B.'s sq. 


4. Q. P. one. 


5. 


Q. P. two. 


5. B. to K. Kt.'s 5th. 


6. 


Q. to her 3d. 


6. Q. Kt. to B.'s 3d. 


7. 


B. takes K. B. P. (ch.) (a) 


7. K. takes B. 


8. 


Q. to her Kt.'s 3d (ch.) 


8. K. to Kt.'s 3d. 


9. 


Q. takes Q. Kt. P. 


9. Kt. takes Q. P. 


10. 


Q. takes R. 


10. K. Kt. to B.'s 3d. (i) 


11. 


Q. Kt. to R.'s 3d. 


11. P. to K. B.'s 6th. (c) 


12. 


K. Kt. P. one. 


12. Q.B. checks. 


13. 


K. to his sq. 


13. Q. to K. Kt.'s 5th. 


14. 


Q. B. to K.'s 3d. 


14. P. to Q.'s 4th. {d) 


15. 


Q. takes Q. R P. 


15. Kt. to Q. B.'s 3d. 


16 


Q. takes Q. B. P. 


16. P. to Q.'s 5th. 


17. 


B. to Q.'s 2d. 


17. Q. takes K. P. (ch.) 


18. 


K. to Q.'s sq. 


18. P. to K. B 's 7th. 


19. 


Kt. takes B. 


19. Q. to K. B.'s 6th. (ch.) 


20. 


K. to Q. B.'s sq. 


20. Q. takes R. 



THE king's bishop's GAMBIT. 405 

NOTES TO GAME III, 

(a) This is not good play, because to recover the Piece, Whi e iS 
obliged to talce his Queen too far from the point of action. 

(b) Indispensable, to prevent the Q. checking at K.'s 8th. 

(c) The winning move. 

(d) An excellent move to exclude the Queen. 



GAME IV. 
Between Mr. Ferigal and an Amaicur. 
White, (Mr. P.) Black, (Mr. — .) 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. B. to Q. B.'s4th. .^. Q. checks. 

4. K. to B.'s sq. 4. K. Kt. P. two. 

.5. Q Kt. to B.'s 3d. 5. B. to K. Kt.'s 2d. 

6. K. Kt. P. one. 6. P. takes P. 

7. K. to Kt.'s 2d. 7. K. B. takes Kt. (a) 

8. K. Kt. to B.'s 3d. 8. Q. to Kt.'s 5th. 

9. B. takes B. P. (ch.) 9. K. to B.'s sq. (6) 
\0. K. R. P. one. 10. Q. takes K. P. 

11. Q. P. takes B. 11. K. takes B. 

12. K. R. to K.'s sq. 12. Q. to her B.'s 3d. 

13. Q.to her 4th. 13. K. Kt. to B.'s 3d. 

14. Q. B. takes K. Kt. P. 14. R. to K.'s sq. 

15. R. takes R. 15. Kt. takes R. 

16. Q. to K. B.'s 4th (ch.) 16. Kt. to K. B.'s 3d, 

17. K. takes P. 17. Q. to her 3d. 

18. Kt. to K.'s 5th (ch.) 18. K. to Kt.'s 2d. 

19. B. to R.'s 6th (ch.) 19.' K. to Kt.'s sq. 

White mates in two moves. 



NOTES TO GAME IV. 
(ff) This is not advisable play. 
(6) Taldng the Bishop would evidently involve the loss of the Queen. 



GAME V. 
Played some years ago between one of the best players of the day and 
3Ir. Staunton. 
White, (Mr. — .) Black, (Mr. S.) 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. P. takes P. 

3. B. to Q. B.'s 4th. 3. Q. P. two. 

4. P. takes P. (a) 4. K. Kt. to B.'s 3d. 

5. Q. to K. B.'s 3d. 5. K. B. to Q.'s 3d. 

6. K. R. P. one 6. Castles. 



*06 



CHESS FOR WINTER EVENINGS. 



7. 


Q. 


8. 


P. 


9. 


Q. 


IC. 


Q. 


11. 


K. 


12 


Q. 


13 


K. 


14 


K 


15 


Q. 


16. 


Q 


17. 


Q 


18. 


P. i 


19. 


Q. 


20. 


Q. 


21. 


Q. 


22. 


K. 



B. P. one. 7. Q. B. P. one. 

takes P. 8. Q. Kt. takes P. 

P. two. 9. K. Kt.toK.'sSth. 

B. takes P. 10. Q. to K. R.'s Sth (ch. 

Kt. P. one. 11. K. Kt. takes P. 

B. takes K. B. 12. Kt. takes R. (dis ch.) 

to B.'s sq. 13. Q. B. to K.'s 3d. 

B. to Q.'s 3d. 14. Q. R. to Q.'s sq. 

B. tc K. R.'s 2d. 15. Q. B. to Q.'s 4th. 

to K. B 's 4th. 16. Q. to K. R.'s 4th. 

Kt. to Q.'s 2d. 17. Q. Kt. to K.'s 2d. 

to Q. B's 4tb. 18. Q. Kt. to K. Kt.'s 3d. 

to K. Kt.'s 4th. 19. Q. to K. R.'s 3d. 

R. to Q.'s sq. 20. Q. to K.'s 6th. 

to K. B.'s 5th. 21. B. to K. Kt.'s 7th (ch.) 

takes B. 22. Kt. to K. R.'s 5th. (ch. 
And Black wins. 



NOTE TO GABIE V. 
(a) It is better to take the Pawn with the Bishop. 







GAME VI. 






Between MBL 


, Kieseritzldj 


(■ and Dcvinck. 




White, (M. D.) 




Black, (M. K.) 


1. 


K. P. two. 




1. 


K. P. two. 


2. 


K. B. P. two. 




2. 


P. takes P. 


3. 


B. to Q. B.'s 4th. 




3. 


Q. Kt. P. two. 


4. 


B. takes Kt. P. 




4. 


Q. checks. 


5. 


K. to B.'s sq. 




5. 


Q. B. to Q. Kt.'s 2d 


6. 


Q. Kt. to B.'s 3d. 




6. 


K. B. to Q. Kt.'s 5th 


7. 


Q. to K. B.'s 3d. 




7. 


K. B. P. two. 


t. 


Q. P. one. 




8. 


B. takes Kt. 


9. 


P. takes B. 




9. 


P. takes P. 


10. 


P. takes P. 




10. 


K. Kt. to B.'s 3d, 


11. 


K. B. to Q.'s 3d. 




11. 


Castles. 


12. 


Q. B. to Q. R.'s 3d. 




12. 


Q. P. one. 


13. 


B. to Q. B.'s 4th (ch ) 




13. 


K. to R.'s sq. 


14. 


B. to Q.'s 5th. 




14. 


Kt. takes B. 


15. 


P. takes Kt. 




15. 


Q. Kt. to Q.'s 2d. 


16. 


P. to Q. B.'s 4th 




16. 


Kt. to K.'s 4th. 


17. 


Q. to her B.'s 3d. 




17. 


P. to K. B.'s 6th. 


18. 


K. Kt. P. one. 




18. 


Q. takes Q. B. P. Ccb 


19. 


Q. takes Q. 




19. 


Kt. takes Q. 


20. 


B. to Q. Kt.'s 4th. 




20. 


P. to K. B.'s 7th. 


21. 


K. Kt. to R.'s 3d. 


Black 


21. 
wins. 


B. takes Q, P. 



THE king's bishop's GAMBIT. 407 

GAME VII. 
Between MM. Kicseritzlcij and Dcsloges. 





White. (M. D.) 




Black. (M. K.) 


1. 


K. P. two. 


1. 


K. P. two. 


2. 


K. B. P. two 


2. 


P. takes P. 


3 


B. to Q. B.'s 4th. 


3. 


Q. Kt. P. two. , 


4 


B. takes Kt. P. 


4. 


Q. to K. R.'s 5th (ch.) 


5. 


K. to B.'s sq. 


5. 


K. Kt. P. two. 


6. 


K. Kt. toB.'s3d. 


6. 


Q. to K. R.'s 4th. 


7. 


K. B. to K.'s 2d. 


7. 


P. to K. Kt.'s 5th. 


8. 


Kt. to Q.'s 4th. 


8. 


Q. P. one. 


9. 


K. R. P. one. 


9. 


K. B. to Kt.'s 2d. 


10. 


K.Kt. toQ. Kt.'s3d. 


10. 


P. to K. B.'s 6th. 


11. 


P. takes P. 


11. 


P. takes K. R. P. 


12. 


P. to K. B.'s 4th. 


12. 


Q. to K. R.'s 5th. 


13. 


Q. P. one. 


13. 


P. to K. R.'s 7th. 


14. 


K. B. to B.'s 3d. 


14. 


Q. Kt. to B.'s 3d. 


15. 


P. to Q.'s 4th. 


15. 


Q. B. to Q. R.'s 3d (ch ) 


16. 


K. to Kt.'s 2d. 


16. 


K. Kt. to R.'s 3d. 


17. 


R. takes P. 


17. 


Q. to K. B.'s 3d. 


18. 


Q. B. to K.'s 3d. 


18. 


K. R. to Kt.'s sq. 


19. 


Q. to K. R.'s sq. 


19. 


Kt. takes Q. P. 


20. 


Kt. takes Kt. 


20. 


Q. takes Kt. 


21. 


B. takes Q. 


21. 


B. takes B. (dis. ch.^. 


22. 


K. to R.'s 3d. 


22. 


Q. B. tohissq. (ch.; 


23. 


K. to R.'s 4th. 


23. 


K. B. to his 3d (ch.) 


24. 


K. to R.'s 5th. 


24. 


R. to K. Kt.'s 3d. 


25. 


R. to K. Kt.'s 2d. 


25. 


Kt. to his sq. 


26. 


P. to K. B.'s 5th. 


26. 


R. to his 3d (ch.) 


27. 


K. to Kt.'s 4th. 


27. 


R. takes Q. 


28. 


Q. B. P. one. 


28. 


K. B. to K.'s 4th. 


29. 


K. B. to K.'s 2d. 


29. 


Kt. to K. B.'s 3d (ch.) ' 


30. 


K. to his B.'s 3d. 


30. 


Kt. takes K. P. 


31. 


R. to Kt.'s 8th (ch.) 


31. 


K. to his 2d. 


32. 


R. takes Q. B. 


32. 


Kt. to K. Kt.'s 4th (ch.; 


33. 


K. to Kt.'s 4th. 


33. 


K. R. P. two (ch.) 


34. 


K. takes Kt. 


34. 


P. to B.'s 3d (ch.) 


35. 


K. to Kt.'s 6th. 


35. 


R. to K. Kt.'s 8th (ch.) 


36. 


K. to R.'s 7th. 


36. 


Q. R. takes R. 


37. 


Q. R. P. one. 


37. 


Q. R. to K. Kt.'s sq 


38. 


B. to Q. B.'s 4th. 








And Black mates 


hi three moves. 



409 CHESS FOR WINTER EVENINGS. 

LESSON X. 

THE GAMBIT DECLINED. 

If Black does not choose to accept the Gambit he has several 
modes of defence, which may be briefly noticed. They pre- 
sent, in fact, no particular difficulty of analysis, and none of 
those complicated and brilliant combinations that arise from 
taking the Pawn and maintaining it, and it may be remarked 
generally that, by refusing the Gambit, Black subjects him- 
self to some disadvantage of position, though, probably, not 
so much as to influence materially the result of the game. 

GAME THE FIRST. 
White. Black. 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. B. to Q. B.'s 4th. 
This appears to be Black's best move, if he declines taking P 
with P. 

We shall examine in subsequent games, the consequences 
of his moving 2. Q. P. one, and 2. Q. P. two. (See Games 
the Second and Third.) Black has also several other de- 
fences, which are but rarely adopted ; for instance, he may 
play 2. K. Kt. to B.'s 3d, on which you take P. with P., and 
on his taking K. P. with Kt., move out K. Kt. to B.'s 3d. 

He may also play 2. Q. Kt. to B.'s 3d, and you reply 3. 
K. Kt. to B.'s 3d ; if he then play 3. B. to Q. B.'s 4th, you 
may move 4. B. to Q. Kt.'s 5th, &c. 

If Black move 2. Q,. B. P. one, your best move, as re- 
commended by Jaenisch, is 3. Q. P. two. 

If he play 2. Q. to K. B.'s 3d, your best move, according 
to the " Handbuch," is 3. Q. P. one. 

And finally, if he play 2. Q. to K. R.'s 5th (ch.), you play 
3. K. Kt. P. one, and afterwards P. takes K. P., and you 
have a better game. 

3. K. Kt. to B.'s 3d. 3. Q. P. one. 

4. Q. B. P. one. 4. B. to K. Kt.'s 5th. 
Vour 4th move, Q. B. P. one, is considered stronger than 4, 



THE GAMBIT DECLINED. 409 

B. to Q. B.'s 4th, in which case he replies 4. K. Kt. to B.'s 
3d, and the game is about equal. By playing 4. Q. B. P. 
one, you threaten to establish your Pawns in the centre, 

5. B. to K.'s 2d (best). 5. B. takes Kt. 

This is apparently your best move, but you may also play 5. 
Q , P. two, for which see the variation. 

6. B. takes B. 6. Q. Kt. to B.'s 3d. 

7. Q. Ki. P. two. 7. B. to Q. Kt.'s 3d. 

8. P. to Q. Kt.'s 5th. 8. Q. Kt. to K.'s 2d. 

9. Q. P. two. 

And the position is, perhaps, a little in your favour. 

Variation, hcmnning at White's dth move. 





White. 


Black. 


ri. 


K. P. two. 


ri. K. P. two. 


2. 


K. B. P. two. 


2. B. to Q. B.'s m. 


" 3. 


K. Kt. to B.'s ScL 


' 3. Q. P. one. 


4. 


Q. B. P. one. 


A. B. toK. Kt.'s Uh. 


5. 


Q. P. two. 


5. P. takes Q. P. 


6. 


P. takes P. 


6. B. takes Kt. 


7. 


P. takes B. 


7. Q. toK. R.'s5th(ch.) 


8. 


K. to his 2d. 


8. B. to Q. Kt.'s 3d. 


9. 


B. to K.'s 3d. 


9. Kt. to K. B.'s 3d. 


10. 


Kt. to Q. B.'s 3d. 


10. Kt. to Q. B.'s 3d. 




Equal i 


game. 




GAME THE SECOND. 




WJiite. 


Black. 


1. 


K. P. two. 


1. K. P. two. 


2. 


K. B. P. two. 


2. Q. P. one. 


This move is objectionable as 


1 unnecessarily confining tlie 


King'i 


s Bishop. 




3. 


K. Kt. to B.'s 3d. 


3. B. to K. Kt.'s 5th. 



[nstead of this move you have the choice of 3. B. to Q. B.'a 
4lh, the result of which will be shown in the variation. 

4. B. to Q. B.'s 4th. 4. Q. Kt. to B.'s 3d, 

5. Q. B. P. one. 5. B. takes Kt. 

6. Q. takes B. 6. Kt. to K. B.'s 3d. 

The game is slightly in your favour. 



410 CHESS FOR "WINTER JEVENINGS. 



Variation, ieginning at Whitens 3d 
White. Black. 

{ 1. K. P. two. U. K. P. two. 

\ 2. K. B. P. two, I 2. Q. P. one. 

3. B. to Q. B.'s 4th. 3. P. takes P. 

If Black does not take this P., you can play 4. Q. P. one, of 
4. K. Kt. to B.'s 3d, and the position becomes the same as in 
the foregoing game. At this point, Jaenisch makes him play 
3. K. B. P. two. 

4. K. Kt. to B.'s 3d. 4. B. to K.'s 3d. 

Q. to K. B.'s 3d would also be a good move for you. If Black 
now play 4. K. Kt. P. two, you reply 5. K. R. P. two, and 
we have a position which occurs in the Allgaier Gambit. 



5. 
6. 

7. 
8. 


B. takes B. 

Q. P. two. 

K. R. P. two. 

Kt. to K. Kt.'s 5th. 

Q. takes P. 

You have the 


5. P. takes B. 

6. K. Kt. P. two. 

7. P. to K. Kt.'s 5th. 

8. Q. to K. B.'s 3d. 

advantage. 




GAME THE THIRD. 




White. 


Black. 



1. K. p. two. 1. The same. 

2. K. B. P. two. 2. Q. P. two. 

This is the customary mode of declining the King's Gambit, 
but it appears to be less advantageous for the second player 
than 2. B. to Q. B.'s 4th. 

3. P. takes Q. P. 3. Q. takes P. 

In lieu of taking the Q. P. he can play 3. P. takes K. B. P., 
as in the variation. 

4. Q. Kt. to B.'s 3d. 4. Q. to K.'s 3d. 
onziani advises, for your 4th move, 4. Q. to K.'s 2d. 

5. K. Kt. to B.'s 3d. 5. P. takes P. (dis. oh.) 
You may likewise take P. with P. and have a good game. 
Black can move also 5. P. to K.'s 5th, when the following 
moves are probable : — 



THE GAMBIT DECLINED. 411 

5. P. to K.'s 5th. 

6. Kt. to K. s 5th. 6. K. Kt. to R.'s 3d. 

7. B. to Q. B.'s 4th. 7. Q. to K.'s 2d. 

8. B. to Q. Kt.'s 3d. 8. K. B. P. one. 

9. K. Kt. to Q. B.'s 4th. 9. B. to K.'s 3d. 
IC. Q. to K.'s 2d. 

The game is even. 

At move 9. instead of Kt. to Q. B.'s 4th, in actual play you 
would perhaps venture 9. Q, to K. R.'s 5th (ch.), &c. 

6. K. to B.'s 2d. 6. Q. B. P. one (best). 
He plays thus to prevent the check of your B., and the sub- 
sequent loss of the Q., by your moving R. to K.'s sq. 

7. Q. P. two. 7. B. to Q.'s 3d. 

8. B. to Q.'s 3d. 8. K. Kt. to K.'s 2d. 

9. R. to K.'s sq. 

You have a fine game. 



Variation, heginning at Black's Sd move. 
White. BUck. 

r 1. K. p. tivo. { 1. The same. 

I 2. K. B. P. two. I 2. Q. P. two. 

( 3. P. takes Q. P. 3. P. takes K. B. P. . 

4. B. to Q. Kt.'s 5th (eh.) 4. B. to Q.'s 2d. 
Instead of checking with your B., let us suppose 4. K. Kt. to 
B.'s 3d. 

4. K. K'. to B.'s 3d. 4. Q. takes P. 

5. Q. P. two. 5. K. Kt. P. two. 

''You may also attack the Q. with Q. Kt., and have the better gam 
shortly.) 

6. Q. B. P. two. 

You have certainly the advantage. 



5. 


Q. to K.'s 2d (ch.) 5. Q. to K.'s 2d. 


6. 


Kt. to Q. B.'s 3d. 6. Kt. to K. B.'s 3d. 


7. 


B. takes B. (ch.) 7. Q. Kt. takes B. 


8. 


Q. P. two. 8. Castles. 


9. 


Q. takes Q. 9. B. takes Q. 


10. 


B. takes P. 10. Q. Kt. to his 3d. 




Equal game. 



412 CHESS FOR WINTER EVENIIMGS. 

GAMES IN ACTUAL PLAY. 

ILLUSTRATIVE OF THE GAMBIT DECLLNKU. 
GAME I. 
Between Mr. G. Walker and Mr. Tuclelt. 
White, (Mr. G. W.) Black, (Mr. T.) 

1. The same. 

2. K. B. to Q. B.'s 4th 

3. Q. P. one. 

4. K. Kt. to B.'s 3d. 

5. P. takes Q. P. 

6. P. takes P. 

7. Kt. to his 5th. 

8. Kt. to K. R.'s 3d. 

9. Q. to her 2d. 

10. P. takes B. 

11. Q. to K. B.'s 4th. 

12. Q. to B.'s 5th. 

13. B. to Q. Kt 's 5th (ck: 

14. Q. to K.'s 6th (ch.) 

15. P. takes P. 

16. K. to B.'s sq. 

17. Q. to her B.'s 4th. 

18. P. takes P. 

19. Q. takes Kt. 

20. Kt. to Q. B.'s 3d. 

21. Q. to K. B.'s 5th. 

22. K. R. to Kt.'s sq. 

23. R. to K. Kt.'s 4th. 

24. K. toKt's2d. 

25. Kt. to Q.'s 5th. 

26. Q. takes Kt. (ch.) 

27. Kt. takes Q. 

28. K. takes B. 

29. Q. Kt. P. one. 

30. B. to Q. Kt.'s 2d. 

31. B. to his sq. 

32. K. R. to Kt.'s sq. 

33. B. to K.'s 3d. 
And after several more moves White resigned. 

GAME II. 
Between MM. Devmck and Kieseritzkij . 
(From the ^inquante Parties par L. Kieseritzkij. 
White, (M. D.) Black, (M. K.) 

1. K. P. two. 1. K. P. two. 

2. K. B. P. two. 2. Q. P. one. 

3. K. Kt. to B.'s 3d. 3, Q. Kt. to B.'s 3d. 



1. 


K. P. two. 


2. 


K. B. P. two. 


3. 


K. Kt. to B.'s 3d. 


4. 


K. B. to Q. B.'s 4th. 


5. 


Q. P. two. 


6. 


P. to K.'s 5th. 


7. 


P. rakes P. 


8. 


K. R. P. one. 


9. 


Q. B. to K. Kt.'s 5th. 


10. 


B. takes Kt. 


11. 


Q. Kt. to Q.'s 2d. 


12. 


B. to Q.'s 3d. 


13. 


Q. Kt. to K.'s 4th. 


14. 


Q. B. P. one. 


15. 


K. to B.'s sq. 


16. 


Q. Kt. to B.'s 6th (ch.) 


17. 


Q. Kt. to Q.'s 5th. 


18. 


Kt. takes B. 


19. 


Q. R. to Kt.'s sq. 


20. 


Q. to her B.'s 2d. 


21. 


R. takes P. 


22. 


K. to B.'s 2d. 


23. 


B, takes K. R. P. 


24. 


K. R. to K.'s sq. 


25. 


K. Kt. P. two. 


26. 


Q. to her B.'s 3d. 


27. 


Q. takes Q. 


28. 


K. takes Kt. 


29. 


K. to B.'s 4th. 


30. 


Q. R. to K. Kt.'s 2d 


31. 


Q. R. to Q.'s 2d. 


32. 


Q. R. to Q.'s 8th. 


33. 


K. R. to Q.'s sq. 



THE 5AMBIT DECLINED. 413 



4. 


K. B. toQ. B.'s4th. 


4. Q. B. to K.'s 3d. 


5. 


B. takes B. 


5. P. takes B. 


6. 


P. takes K. P. 


6. Q. Kt. takes P. 


7. 


Q. P. two. (a) 


7. Kt. takes Kt. (ch.) 


8. 


Q. takes Kt. 


8. Q. to K. B.'s 3d. 


9. 


Castles. 


9. Q. takes Q. (b) 


10. 


R. takes Q. 


10. B. to K.'s 2d. 


11. 


Q. B. to K.'s 3d. 


11. B. to K. B.'s 3d. 


12. 


Kt. to Q.'s 2d. 


12. Kt. to K.'s 2d. 


13. 


Q. R. to K. B.'s sq. 


13. Kt. to K. Kt.'s 3d. 


14. 


K. Kt. P. one. 


14. P. to K.'s 4th. 


15. 


Q. B. P. one. 


15. R. to K. B.'s sq 


16. 


Kt. to Q. B.'s 4th. 


16. K. to K.'s 2d. 


17 


K. R. P. two. 


17. Q. Kt. P. two. 


18. 


P. takes K. P. 


18. Kt. takes K. P. 


19. 


Kt. takes Kt. 


19. B. takes Kt. 


20. 


R. takes R. 


20. R. takes R. 


21. 


R. takes R. 


21. K. takes R. 


22. 


K. to K. B.'s 2d. 


22. Q. R. P. two. 


23. 


B. to Q.'s 4th. 


23. Q. B. P. two. 


24. 


B. takes B. 


24. P. takes B. 


25. 


K. to K. B.'s 3d. 


25. K. R. P. two. 


26. 


P. to K. Kt.'s 4th. 


26. K. Kt. P. one. 


27. 


P. takes P. 


27. P. takes P. 


28. 


K. to K.'s 3d. 


28. P. to Q. B.'s 5th. 


29. 


Q. R. P. one. 


29. K. to K.'s 2d. 


30. 


K. to Q.'s 2d. 


30. K. to Q.'s 3d. 


31. 


K. to Q. B.'s 2d. 


31. K. toQ. B.'s 4th. 


32. 


Q. Kt. P. two. (ch.) 


32. R. P. takes P. 


33. 


R. P. takes P. (ch.) 


33. K. to Q. B.'s 3d. 
A drawn game. 



NOTES TO GAME I.I. 

(a) If Kt. takes Kt., Q. checks at K. R.'s 5th. 

(b) Taking the P. would be wrong, on account of 10. B. to K.'s 3d, 
Q. to R.'s 5th (ch.), and 12. Q. to Q. Kt.'s 5th (ch.), &c. 







GAME 


III. 






(From 


rUlidor.) 




WJdte. 






BlacTc. 


1. 


K. P. two. 






1. The same. 


2. 


K. B. P. two. 






2. Q. P. two. 


3. 


P. takes Q. P. 






3. Q. takes P. 


4. 


P. takes P. 






4. Q. takes K. P. (cl 


5. 


B. to K.'s 2d. 






5. B. to Q.'s 3d. 


6. 


K. Kt. to B.'s 3d. 






6. Q. to K.'s 2d. 


7. 


Q. P. two. 






7. B. to K.'s 3d. 


8. 


Castles. 






8. Q. Kt. to Q.'s 2d. 



CHESS FOR WINTER EVENINGS. 



9. 


Q. B. P. two. 


9. 


Q. B. P. one. 


10. 


Q. Kt. to B.'s 3d. 


10. 


K. Kt. to B.'s 3d. 


11. 


B. to Q.'s 3d. 


11. 


Castles on K.'s side (best), 


12. 


Q. B. to K. Kt.'s 5th. 


12. 


K. R. P. one. 


13. 


B. to K. R.'s 4th. 


13. 


Q. to her sq. 


14. 


Q. Kt. to K.'s 4th. 


14. 


K. B. to K.'s 2d. 


15. 


Q. to K.'s 2d. 


15. 


Q. to Q. B.'s 2d. 


16. 


Kt. takes Kt. (ch.) 


16. 


Kt. takes Kt 


17. 


B. takes Kt. 


17. 


B. takes B. 


18. 


Q. to K.'s 4th. 


18. 


K. Kt. P. one. 


19. 


Kt. to K.'s 5th. 


19. 


B. takes Kt. 


20. 


P. takes B. 


20. 


Q. R. to Q.'s sq. ^d!) 


21. 


K. R. to B.'s 6th. 


21. 


Q. to her 2d. 


22. 


R. takes Kt. P. (ch.) 


22. 


P. takes R. 


23. 


Q. takes P. (ch.) 


23. 


K. to R.'s sq. 


24 


Q. takes P. (ch.) 







And draws the game by perpetual check. 



NOTE TO GAME III. 
(a) If Black attack the Q., by playing B. to K. B.'s 4th, you take iLe 
B. with R 



S7N0PSIS OF BOOK IV. 



41! 



SYNOPSIS OF BOOK IV. 



THE KING'S GAMBIT. 



K. P. two. 



With its various Modifications, viz :- 
The King's Knight's Gambit, 



1 K. P. two. 
• K. P. two. 




O K. B. P. two. 
■ P. takes P. 

Which includes : — 


g K. Kt. to B. 3d. 


The ri. 

Cunningham -{ 2. 
Gambit. C3. 


K. P. two. 
K. B. p. two. 
K. Kt. to B. 3cl. 


1. K. p. two. 

2. p. takes p. 

3. B. to K. 2d. 


The 
Salvio and 
Cochrane ' 
Gambits. 


'1. 
2. 
3. 
4. 
5. 

6. 


K. P. two. 
K. B. P. two. 
K. Kt. to B. 3d. 
K. B. toQ. B. 4th. 
K. Kt. to K. 5th. 


1. K. P. two. 

2. P. takes P. 

3. K. Kt. P. tuo. 

4. P. to K. Kt. 5th. 

5. Q. checks. 

to B. or R. 3d.— Sfdvi 
. B. 6lh.— Cochrane. 


The 

Muzio 
Gambit. 


fl. 
2 
3. 

4. 
.5. 


K. P. two. 
K. B. P. two. 
K. Kt. to B. 3d. 
K. B. to Q. B. 4th. 
Castles or Q. P. two. 


1. K. P. two. 

2. P. takes P. 

3. K. Kt. P. two. 

4. P. attacks Kt. 

5. P. takes Kt. 


The 
Allgaier 
Gambit. 


'1. 
2. 
3. 

.4. 


K. P. two. 
K. B. P. two. 
K. Kt. to B. 3d. 
K. R. P. two. 


1. K. P. two. 

2. P. takes P. 

3. K. Kt. P. two. 


The 
K. R. Pawn - 

Gambit. 


[1. 


K. P. two. 
K. B. P. two. 
K. R. P. two. 


1. K. P. two. 

2. P. takes P. 


The 

King's Bishop's ■< 

Gambit. 


'i 


K. P. two. 

K. B. P. two. 

K. B. to Q. B. 4th. 


1. K. P. two. 

2. P. takes P. 



The Gambit Declined. 



FOURTEEN PROBLEMS 



FOUR MOVES 



PROBLEMS m FOUR MOVES. 



419 



3^0.1. 



BY THE EDITOR 



i m 



WmiM V^^A 



1 



S B 



W/////A. 



M 



/m . m'/////. 






WHITE. 

White to play and check-mate in four moves. 



CHESS FOR WINTER EVENINGS 
BY THE EDITOR. 




White to play and mate in four moves. 



PROBLEWS IN FOUR MOVES. 



421 



BY THE EDITOR. 




White to play and mate in four moves. 



422 



CHESS FOR WINTER EVENINGS. 



^o.k 



BY HERR ANDERSSEN. 
(From the Leipaig Schaohzeitung.) 




White to play and mate in four mo^es. 



PROBLEMS IN FOUR MOVES. 



423 



1^0, 5. 



BY B. X. 

(From Bell's Life in Loudon. 



i 



m^^Wm^... 



m 



?.^ ^//////. 



^ '>////////. 



w^^ 

^^M. 



White to play and mate in four moves. 



424 



CHESS FOR WINTER EVENINfiS. 



35^0.6. 



ANONYMOUS. 

(From Bell's Life in London.) 



.........mA.. 






''^/~M y/Mwy//... 






White to play and mate in four moves. 



PROBLEMS IN FOUR MOVES. 



42» 



3^0.7. 



BY HERR PREUSS. 

(From the Berlin Scliaclizeitung.^ 




VyyJT^J'/, ^^^J -^//////M 



■ 



mm,. ^».. 



wm^, o ^ 



White to play and mate in four moves. 
19 



426 



CHESS FOK WINTER EVENINGS. 



FROM THE PALAMi^DE. 




White to play and mate in four moves. 



PROBLEMS IN FOUR MOVES. 



427 



23-0.0. 



BY B. X. 

(From Bell's Life in London.) 



m.„f.^J 



fMf 



il i ■ i 



'0'/////M„ 



Wa m^^y. 



M iS ^1 



White to play and mate in four moves. 



428 



CHESS FOR vVINTER EVE.VTNRS. 



No. 10. 

BY HORWITZ. 

(From the Chess Player's Chronicle.) 



VA y////////M 



mi 

'■mm & mm 



wmf -mm 



White to play and mate in four moves. 



PROBLEMS IN FOUR MOVES. 



429 



^0. n. 



Y PROFESSOR SVANBERG OF UPSAL, 

(From Bell's Life in London.) 




While to play and mate in four moves. 



430 



CHESS FCR WINTER EVENINGS. 



THE CELEBRATED INDIAN PROBLEM 

BLACK. 




White to play and mate in four moves. 



PROBLEMS 1]\ FOUR MOVES. 



43) 



m 13. 



B i^ MR. McGILLIVRAY 

(From the London Illustrated Njws.) 




White to play and mate in four mo?'?s. 



432 



CHESS FOR WINTER EVENINGS. 



3^0. 14. 



BY THE EDITOR. 



J ,^^M M?yi , , %^^A 



i ■„ 



■ 



^. .^^!S^ ^ W/^^ 






1 



White to play and draw the game. 



THE MIDNIGHT CHALLENGK 



CHRISTMAS IN RUSSIA. 




HilE iSnrjBiMfiB-Kil OffiMQUOTiiiaiS 



THE MIDNIGHT CHALLENGE; 

OR, 

CHRISTMAS IN RUSSIA. 

(From the Russian.) 

Mt maternal gTandfather was a passionate adir. irer of the game 
of chess, and so superior a player, that at one time he was regarded 
as the strongest in St. Petersburgh. At the period of which 
. write, the only competitor that could make even games with hiui, 
was a German player, by name Herr Laufer, a full habited man, win: 






ill 



wm 



V/, ■ , '////////// 



M 



y/.. „„ '//////M 



M 



VA y/////M 



I ,1 






436 CHESS FOR WINTER EVENINGS. 

although strong as a " slone,"* was cut off in 1785, by an attack of 
apoplexy, after twelve hours' meditation, over the foregoing problem, 
sent him as a challenge by my much honored ancestor, who had recent- 
ly received it from the inventor, Philip Stamma, one of the chess-mag- 
nates of that day. The stipulation, was, " White to play and force 
the game in ten moves." 

This grandfather of mine played regularly every day, from four 
in the afternoon until ten at night. On Mondays, Wednesdays, and 
Fridays, his opponent was a very distinguished player, known as the 
" Old Siberian." His invariable guest on Tuesdays, was Brigadier 
Kotelnikoff, an amateur as enthusiastic, perhaps, as himself, but some- 
what unfortunate, never having been able to see into the game beyond 
three moves. On Saturdays, after bathing in accordance with the 
national custom, my turn came. If, contrary to established 
usage, one of the players failed coming on the appointed day, his 
place was filled by Oska,f a young serf, who received the odds of a 
" kogne"l and who played standing. When at this odds he suc- 
ceeded in winning, he received from his master one " tchetverlak"^ 
for each mate ; whenever he lost, his master invariably ordered the 
" dvoretski"\\ to apply a few " ouiJars""i[ repeating gravely, during 
the operation, and by way of wholesome admonition, certain chess- 
maxims, much after the following fashion : 

" Another time, reflect a little lon^jer before thou playest. Get 
out thy kognes ; establish thy ' piechkas,''** in the centre ; avoid 
' schakh,''j-\ by discovery, and most especially getting thy '/erz 'J| 
hampered. Keep thy slones ^^ on the long diagonals, and be careful 
to seize the open files with thy ZacZias. "||1| 

* There is here a play upon words in the Russian, entirely lost in 
English. Laufer (runner) is the German for the Chess-Bishop which 
Diece in Russian is called "slone" (elephant). 

+ Joseph. 

t Knight, literally "horse." 

§ A Russian coin worth about twenty cents. 

II Major-domo, overseer. 

T Blow, cuff. 

** Piechka. — Pawn, literally " little infantry soldier." 

tt Schakh.— Check. 

X\ Ferz. — Queen. 

§§ Slonc. — Bishop, literally " elephant." 

|!|| Ladia. — RcHjk, literally, " ship." 



THE MIDNIGHT CHALLENGE. 437 

Notwithstanding all this paternal solicitude, Oska made but little 
progress, and the '•'■Lclietvertaks''' being decidedly in inverse proportion 
to the " oudars,^' with their Philidorian accompaniment, he was fast 
losing all taste for the game. At length he hit upon a means of eva- 
sion. About four o'clock, the hour for play, his reason was found to 
be so obscured by the fumes of certain deep potations, that he could 
scarcely distinguish a Icogne from a slone. On these occasions Oska 
was ignominiously kicked out of the chess-room, and thus if he lost 
an occasional "tchelvertak," he v^as sure to get rid of the uudars." 

When this had been the case, my grandfather played alone ; he 
analyzed Greco the Calabrian, Stamma, and Philidor, the only authors 
he ever read, or indeed regarded as entitled to any merit. So great 
was his antiquated prejudice in this respect, that had Mr. George 
Walker's chess-library. Dr. Bledow's of Berlin, or M. Alliey's of 
Tournon (France), fallen into his power, I really believe he would 
have consigned them to the flames, in imitation of the great Omar, 
by whom the only book spared was the Koran. 

It was my gi-andfather's firm conviction, that Philidor was the 
" ne plus ultra " of chess-science, that it was impossible to excel the 
Calabrian in brilliant combination, and that no future problems could 
ever compete with the famous positions of Stamma the Arabian. 

My honored relative was so great a lover of the game, that had 
you awakened him at any hour of the night, the words " Artamone 
Alexeitch,* will you play a game of chess ?" would find him dis- 
posed, and any objection concerning the lateness of the hour, was 
sure to be overruled by an order to Oska to prepare the chess-table, 
and set up the men. 

I was yet a child when my grandfather taught me the moves ; from 
the first I became fascinated by the game, and my master was more 
than satisfied with my progress. I continued gaining strength, and 
not unfrequently, after a sitting with my grandfather, I would lie 
awake half the night working out the solution of some difficul 
mate, or endeavoring to discover the error that had cost me a game. 

The time came at length, when I was able to cope with my 
•^andsire at the odds of the Rook, then the Knight, and subsequently 

* Artamone, son of Alexis. — In Russia, courtesy requirea tlie nse ui* 
die Christian name when addressing. 



nS CHESS FOE, WINTER EVENINGS. 

at the Pawn and move. Finally, in 1816, the 27th of June, tlie 
anniversary of the great battle of Pultavi^a, I gained a complete vic» 
tory over him, in presence of the " Old Siberian," Brigadier Kotel- 
nikoff, and the serf Oska. 

After this I never lost my vantage ground, although my honored 
grandsire persisted in the belief that he w^as stiU my superior. His 
defeats he attributed to incidental circumstances entirely foreign to 
the game, asserting that I had recourse to what he termed " moral 
Influences ;" that I diverted his attention by too much talking over 
the game, and that often when I had made a move, I would appear 
intent upon that quarter of the board where I least meditated an 
attack. On these occasions he would add, that if Philidor were alive 
he would easily win of me blindfolded at the odds of a Knight. 

The latter opinion, I had the vanity to think somewhat erroneous, 
although while opposing my grandfather's doctrine of " moral in- 
fluences," I never contested the merit of Philidor, and always sub- 
scribed to the exalted estimation in which he held that celebrated 
player. 

My grandfather although now beginning to lose habitually against 
mo, still preferred me as an opponent ; nothing gave him more satis- 
faction than occasionally winning a game from me, and unmindful of 
my many triumphs, the next day, with some flourish of trumpets, he 
would proclaim these isolated victories. The number of these de- 
creasing yearly, he was fain to seek consolation in wreaking his 
vengeance on poor Brigadier Kotelnikoff. Of the latter, I cannot 
resist relating, that on a certain occasion, intensely absorbed in a 
combination he was endeavoring to carry out to the fourth move, 
mistaking a Rook for a biscuit, he unconsciously soaked it in a cup 
of tea, and paid the forfeit for his abstraction by well nigh choking to 



One evening my grandfather lost against me six games in vsuc- 
cession. During the whole sitting I had not uttered a syllable, keep- 
ing my eyes straight before me on the chess-board, without once 
turning my head to the right or left, in order to prevent my respected 
relative's availing himself of his usual plea of " moral influences." 
Our sixth game, a gambit, had run this wise : — 



THE MIDNIGHT CHALLENGE. 439 



Black (Grandfather). 


White (Grandson). 


1. K.P. two. 


1. K.P. two. 


2 K. B. P. two. 


2. P. takes P. 


3. K. Kt. to B. 3d. 


3. B. to K. 2d. 


4. K. B. toQ,. B. 4th, 


4. B. checks. 


6. Kt. takes B. 


6. Q. takes Kt. (check.) 


6. K. to B. sq. 


6. K. Kt. to B. 3d. 


7. Q. to B. 3d. 


7. Q. Kt. to B. 3d 


8. Q. P. one. 


8. Kt. to Q. 5th. 


9. Q,. to her sq. 
10. Q. to her 2d. 


9. K. Kt. to his 5th. 





At this stage of the game, and to the great discomfiture of my 
renerable antagonist, I aimounced that I should force Queen or give 
mate in six moves. — " My dear boy," said he, while examining this 
termination, " you really begin to improve and play a tolerable game." 
— Then after a pause, during which he had replaced the pieces to go 
through a variation, he resumed . . " Yes, you play well — not as 
well as the African ' Chor,^ though !" And here my grandfather 
crossed himself. " Heaven protect us !" he ejaculated, " this day 
thirty years the event occurred." 

These exclamations in connection with the strange personage al- 
luded to by my grandfather, were to me so many enigmas. 

" A chor," said I, inquiringly, " can you ever have played with 
a chor r 

My grandsire smiled, without immediately answering my ques- 
tion ; evidently there was much hesitation in his maimer. At length 
he spoke : 

" You know, my dear boy, that I never was over credulous. I 
have never believed in ghosts or apparitions, and most assuredly, 
had any person related to me what I am about to tell-, I should have 
treated the recital as an idle tale. The circumstance is nevertheless 
a fact, witnessed by all the people of my household : therefore make 
what inquiries you think fit, and account for the event as best you 
Eiay. 

" Many years have flown by, for I was but forty at the time of the 
occurrence ; nevertheless, its slightest details are still as present to 
my memory, as if it had taken place but yesterday. Listen !" 

The grave and mysterious tone in which these words were pro- 
nounced, roused my curiosity, and I was all attention. After pacing 



440 CHESS FOR WINTER EVENINGS. 

the room for some time, as if absorbed in retrospection, my grandfathei 
seated himself upon the divan opposite the chess-table, and re-ex" 
amining the " coup" that had decided the recent battle — " This 
mate," said he, " is much in the African style, and my dear boy," he 
added, " were you thirty years older, I should be inclined to believe 
, the whole a trick of your own devising." 

Here my much honored grandfather sipped a little punch from 
ihe glass standing oi the chess-table, and commenced the following 
recital, 

" The eve of the festival of the Epiphany,* the 5th of Jan- 
uary, 1789, returning home somewhat elated, perhaps, having spent 
the evening with a party of friends, I retired to bed at 1 1 o'clock, my 
usual hour. The night was a most boisterous one, the light of the 
moon being nearly obscured by the drifting snow, whirled round in 
eddies by the sharp north wind. The clock of the church of St. 
Simon,f struck twelve. I was agitated, and could not sleep. Sud- 
denly, I heard a noise like the stopping of an equipage — then I fan- 
cied I heard the coach door open, and presently after footsteps on the 
staircase. All was again silent. I rose and threw up the casement • 
equipage there was none, and the outer door was closed. 

" Can any person have called at this late hour, and in such 
weather ? thought I . . then attributing the whole to a heated im- 
agination, I lit a taper, and sat down to the chess-board to solve a 
new problem sent me by Philip Stamma to test, and published since 
as one of his famous ' Centurie di pariiii.' " 

While speaking, my grandfather had set up the position. 

* In order to enable those unacquainted with Russian manners and 
customs, to understand the sequel, it will be necessary to state that during 
the period between Christmas and the Festival of the Epiphany, a Russian 
community is more or less under the influence of certain mystical and 
Bupeistitious ideas, a remnant perhaps of their ancient pagan rites. 

With this period, and especially with the eve of the last day, are coupled 
mysterious traditions. The strangest customs also prevail ; thus, for the 
women, and more especially for the unmarried, it is allowable to have re- 
course to certain incantations, in order to dive into futurity. Custom 
likewise sanctions, on these occasions, disguises of every kind, and the 
merry-makings incident to them. Mask^ are seen traversing the streets 
in every direction, and are privileged to enter any house indiscriminately. 

t An anc'ent church well known at St. Petersburgh. Artamone 
klexs'iti h's dwelling was in its immediate vicinity. 



THE MIDNIGHT CHALLENGE. 
BLACK. 



441 




WHITE. 

White to play and mate in six moves. 

*■' Over this problem," he continued, " I had been poring nearly an 
hour, and after exhausting, as I thought, every possible combination — 
There must be something wrong about the position, I muttered ; as 
it stands here, my friend Stamma, no chor could solve it." 

" ' Will you allow me to assist you ?' answered a strange voice, 
seemingly proceeding from behind the glass-door at the opposite side 
of the room. I am no coward (my grandfather had never feared 
any mortal being with the exception of his late baba*), I am no 
coward, but nevertheless hearing an unknown voice in the dead of 
night, I confess I was a little startled — Philka ! Oska !f I cried in a 
.cud tone, at the same time rushing towards the glass-door with the 
Sitention of locking it . . . but ere I reached the door, it opened, 

* Anglicfe, " Wife." 
t Philip, JospDh. 



142 CHESS FOR WINTER EVENINGS. 

and there stood before me a being with every lineament as portray 
ed by Stephanoff in his picture of the Christmas vv^eek in Moscow 
— a chor,* — yes, a real chor, — a herculean frame, thick woolly hair 
and a face as black as ebony. He was wrapped in a mantle of the 
same hue as his countenance, bordered with red fringe. 

" ' Who are you, and what is your business here ?' I de- 
manded, still continuing to call at the top of my voice upon Oska and 
Philka. 

" ' Cease calling, Artamone Alexeitch,' said the mysterious 
stranger, — ' I am neither a bo7%,f nor a rasboynick ;J but like yourself 
a passionate lover of chess, and like yourself, I often spend whole 
nights at the game. Be calm, and listen : 

" ' My ebon hue tells I come from a distant clime. Your fame 
has reached the remote regions of Ethiopia, whence I have come to 
ascertain whether you really play as well as it is asserted. Your 
Oska I will awake. He shall witness the contest.' 

" He had no sooner uttered the last words than Oska appeared. $ 

" The unknown seated himself. — ' Are you man or chor V I again 
demanded, ' and moreover, I insist upon knowing how you have effect- 
ed an entrance here.' 

"'I am simply an Ethiopian chess-player, and a travelled 
one, rest assured. I found your door open, and have entered with the 
sole intention of playing a rubber at chess with you.' 

" Oska here bent over to whisper that the door had remained 
closed, but that a chor might get in at the key-hole. 

" Meanwhile the idea that the being before me was a species of 
Chess-Knight-Errant, who had come expressly to break a lance with 
me, greatly allayed my rising apprehension, and half reconciled me to 
^lis repulsive exterior. 

" ' Attend,' resumed the Ethiopian ; ' I am the strongest chess- 
player in the universe. — We will play three games. If you succeed 
in winning a single one of the three, I will acknowledge you as my 

* Demon. 

t Thief. 

\ Bandit. 

§ It has always been my impression that this adventure had been pie- 
concerted by some of my grandfather's chess-playing friends, by the eld 
•iSibiriaji, perhaps, Oska being " particeps criminis" 



THE MIDNIGHT CHALLENGE. 443 

ionqueror, and on this globe you will then have no rival. If you loso 
the three games, the forfeit shall be that you play no chess for the 
space of three whole years, and moreover, that you mention this 
circumstance to no person until full thirty years shall have elapsed.' 

" These conditions on the part of my sable visitor, struck me as 
sufficiently liberal, and I felt strangely urged on to take him at his word. 

" The first clause, however, to say the least of it, seemed to me 
rather a strange one, and consequently, before accepting his challenge 
I inquired what was to be my guarantee in the event of my winning 
one of the three games. 

" ' This talisman,' said he, displaying something that had the 
brilliancy of a diamond. ' It was bequeathed to me by a Brahmin, a 
direct descendant of the inventor of the game of chess.' 

" While speaking the African had cast his eye over the chess- 
board. ' In the first place,' he continued, ' let me solve this stratagem 
of Philip Stamma, which seems to have given you so much trouble. 
I will show you there is nothing wrong about it.' He was as good 
as his word, and to my no little astonishment, he solved it in a 
twinkling. 

" ' This is a mere trifle,' he added ; ' in our clubs we seldom 
look at a mate under fifteen moves. Here is the style of problem 
in vogue with us just now,' and he set up a position. 

" I shall never forget it," remarked my grandfather, arranging the 
men as on the next diagram, " although I have not looked at it for 
the last ten years. 

" ' Recollect the situation,' continued my strange visitor. ' It is one 
of our easiest. The stipulations are, White to play and mate with 
the Pawn at King's Kt. 6th sq., in twelve moves without making any 
piece.' 

" ' Here are a few more,' he added, depositing on the table a 
roll of parchment. ' They may give some trouble iii your club.' 

" ' And now let us begin our match, for I must be far awav 
before daylight' So saying, he drew near the chess-table and began 
setting up the men. 

Urged on, as it were, by some strange influence, my grandfather 
followed his example. They drew for the color and the move. The 
Black pieces fell to the African, and the move to my grandsire. Two 



144 



CHESS FOR WINTER EVENINGS. 
BLACK. 




tapers lit up the field of battle. Oska took his station behind his 
master's chair. The silence was profound, and only interrupted at 
intervals by the moaning of the wind, as it continued to drift the snow 
past the casement. 

My grandfather commenced boldly by offering the Gambit. The 
Ethiopian, cJior, or whatever you please to call him, played the ap- 
proved defences as taught by the best masters. His play was both 
rapid and bold, and my grandfather soon perceived that he had to 
deal with no tyro in the art ; he therefore applied to the game with 
increased attention, framing, as he thought, strong attacks, and backing 
them with every stratagem in his power. Notwithstanding every effort, 
after the 16th move, his attack was broken up, and the African bar' 
kept the Gambit Pawn. 

Exerting himself anew, my grandfather did his utmost to com- 
uine a new plan of attack ; but he wa^ again foiled by liis wary op 



THE MIDNIGHT CHALLENGK. 



445 



ponent's creating a diversion on the left flank, the deplorable conse« 
qnence of which was a somewhat unforeseen catastrophe. Tlie 
position was the following : 

Black (The Chor). 




White (Artamone Alexeitch). 

Li this situation, my grandfather having to move, played Kt. to 
K. R. 2d sq., v^nth a view to force an exchange, and bring his Rook 
into play. Wliereupon — " Artamone Alexeitch," said he, of the 
sable vestments, " you have lost ; you must give up Queen, or suffer 
mate in five moves." 

This first game somewhat disconcerted my good grandfather, for 
seldom before had he been dealt with in this style. 

" The second game," said the stranger, " and defend your- 
jelf right manfully ! The move is mine." 

The Ethiopian offered the Gambit, as his opponent had previouslj 
Jone. His mode of playing it, however, diflfered entirely from any 
thing my grandfather had seen in his books or met with in practice 



446 



CHESS FOR WINTER EVENINGS. 



At the thirtieth move his Queen was again forced, and completely 
taken unawares by combinations so bold and novel, he was rapidlj 
losing that most essential element of chess-play, self-possession 
Meanwhile the game had verged into the follov/ing position : 




The stranger having to move, now played Queen to her Bishop's 
tliird square. 

Here my grandfather rallied a moment. Notwithstanding, the 
threatened mate, he imagined he saw a method of retrieving his game, 
and answered with Bishop to Queen's fifth square, pinning adverse 
Queen. 

Vain endeavor ! No sooner had his hand abandoned the piece than, 
as before, he was greeted with the formula. — " Artamone Alexeitch, 
you have lost: you are mated in four moves !" 

" And now for the last game !" — cried the chor, " and pray make 
'( the best of the three." 



THE MIDNIGHT CHALLENGE. 447 

M) grand father paused some time on the choice of the opening 
at length he decided for a steady Giuoco Piano, and he soon imagin- 
ed he remarked some slight wincing on the part of his queer adver- 
sary. He would probably have preferred a more open game, thought 
my grandfather, and while exerting the utmost vigilance, and refrain- 
ing from premature attack, he strove hard to keep his pawns in the 
centre, to the evident depression of his adversary's game. The latter 
was then seen to move about as a man writhing under the effects of 
Bome violent nervous contraction, attacking now on the left, and now 
on the right, and seeking some vulnerable point to make an opening. 
Meanwhile, my grandfather held good in the centre, advancing his 
right wing gi-adually, and with great precaution, his King majesti- 
cally leading the van, not unlike a second Charles XII. 

The African now changed tactics, and furiously pushing on his 
Pawns, he sacrificed them in every direction, with the apparent in- 
tention of queening one of them at any cost. My grandfather, who 
had in a measure regained his wonted assurance, was not easily to be 
caught napping again ; at length he determined upon a sacrifice, and 
gave up a Knight for liis adversary's two remaining Pawns. Forty 
moves had now been played on each side, and ray grandfather was 
firmly persuaded he had the best of the game. 

At the 41st move he lost a Rook (through some strange artifice 
he always averred), and his position became slightly critical. 

The respective position of the belligerent parties, was as repre- 
BCDted in the next diagram. 

Black had not lost a single piece, while my grandfather was minus 
two Rooks and a Knight. He now founded all his hopes on his 
Pawns, and the constrained position of the adverse King. Moreover, 
one of the African's Rooks was " en prise," and the action of hia 
Queen not immediate. 

It was my grandfather's turn to move. He determined upon a 
course of play which in the event of not securing the game, would 
still enable him to give a series of checks, and thus gain time untL 
cock-crow. 

" But explain to me, my dear grandfather, now your King 
got so far advanced into the enemy's lines ?" 

" I wiU teU you, my boy : — After getting my pawns well 



449 



CHESS FOU WINTER EVENINGS. 
BLACK. 




supported in the centre, I castled to the right according to the niosl 
approved practice, and then played King up to Rook's second square ; 
but my adversary pushing his pavsrns on me, I w^as compelled to cap- 
ture them successively, with King, vi^hich brought him as you see on 
Rook's seventh square. I grant my King seems hemmed in, but his 
sable majesty does not appear much better off. I apprehended no 
immediate danger on this square, and my position seemed to me cer- 
tainly the best for choice. 

"Meanwhile it was my turn to move. What course was I tc 
pursue? First, I thought of taking Rook with Bishop ; but then, I 
calculated that after the exchanges, his Queen would come into play 
(my Bishop and Knight being off), leaving me the worst of the 
game. 

" Nevertheless, I determined upon a move that I thonght calcu- 
ated to astound my friend the chor, as great player as he considered 
limsel/", 



THE MIDNIGHT CHALLENGE. 44& 

" Show me the move," said T, with anxious curiosity, " for 
I see nothing that . . . ." 

" Here it is," interrupted my grandfather, with some solem- 
nity of tone : — " I played K. Kt. P. one sq. 

" If he take my B. with Kt., thought I, I will take Kt. with 
Pawn, opening Queen upon him, and leaving him no respite until the 
advance of my Knight's Pawn, which I judged would prove fatal. 
In case of his not capturing my Bishop with Knight, I did not exact- 
ly see how he was to escape the deadly effect of this same Pawn, or 
of the Queen's replacing it, in the event of its capture by the 
Bishop." 

" True," said I, " the Knight's Pawn pushed on at this junc- 
ture, seems to me a capital move." 

" I little dreamed of the consequences, though," replied my 
gTandfather. — " No sooner had I committed the move, than my dark 
opponent began counting on his fingers ; then after a short pause, 
and vvdth the utmost coolness : — ' My excellent friend, Artamone 
Alexeitch,' said he, ' I shall checkmate you in exactly twenty-two 
mo\os !' . . As he spoke, he lifted off the Knight at his K. R. 3d 
square, touched my K. Bishop, but hesitated a moment before com- 
pleting the capture.' 

" ' Nonsense ! Nonsense ! My dear sir,' I took occasion to ex- 
claim ; ' Who ever heard of a mate being announced in twenty-two 
moves ! Why that is a whole game. Meanwhile, before you execute 
your twenty-two move mate, you will have the goodness to take 
my Bishop with your Knight. In our Russian clubs we never vio- 
late the golden rule, ' Touch, and move.' No taking back, sir, and 
if I mistake not you will soon find yourself under some pres- 
sure.' 

" Scarcely had I spoken, when the African uttered a laugh so 
loud that the very panes rattled again Then completing his medi- 
tated capture of Bishop, by a most unexpected series of moves, he 
confined me to the corner, and, to my utter amazement, finally 
checkmated me as he had predicted in exactly twenty-two moves. 

" ' Schakh Koroliou y Schakh Matt .'' cried my terrible ad- 
versary, in very good Russian, at the same time rising and taking 
'rom his finger a ring with which he crowned the mating piece.— 
20 



450 CHESS FOR WINTER EVENINGS. 

' You have played this game well, Artamone Alexeitch,' he contin- 
ed, ' and although unfortunate, you deserve the pledge I leave you.' 

" While he spoke my eyes had remained riveted on thia 
astonishing mate. When I raised them he had vanished from the 
room. I looked around for Oska. He had yielded to drowsiness, 
and was snoring in a corner of the apartment. 

" Struck with amazement and stupor, I remained long in 
contemplation of this extraordinary position, and the gray dawn 
still found me pondering over the mated king." 

My grandfather was scrupulous in the observance of the condi- 
tions of this mysterious challenge. During three years he abstained 
entirely from chess, and spoke to none of the adventure until the 
thirty years had completely elapsed. 

Many among his chess-playing friends, to whom he recounted the 
strange occurrence after this time of probation, seemed inclined to 
consider the whole affair as the effect of a heated imagination or a 
troubled dream. This, however, my grandfather would never 
admit. 

The ring has fallen to me, a bequest from my much honored 
grandsire. I sometimes fancy it a talisman against my chess-adver- 
sai-ies. It is a signet, and bears graven in miniature on its broad 
bezel the following position. 



THE MIDNIGHT CHALLENGE. 



453 



i 



9. 



m '& 



iWil -mm. 



m 4Mm... 



i y 



WHITE. 

Black to play and force the game. 



EOOK Y. 



THE QUEEN'S GAMBIT ACCEPTED.— THE QUEEN'S GAM- 
BIT REFUSED.— PROBLEMS IN FIVE MOVES.- 
EXAMPLES OF INCAUTIOUS PLAY.— 
THE FATAL MATE. 



THE QUEEN'S GAMBIT. 



LESSON I. 



The Queen's Gambit, or as it was sometimes called, the 
" Aleppo- Gambit," from its having been the favorite game 
of Stamma, of Aleppo, is a very sound and instructive method 
of opening the game ; less brilliant, because less hazardous, 
than the gambits on the King's side, but especially improving 
lo the student, from the nicety and correctness of play on 
both sides wliich it demands. We find it noticed as early 
even as Damiano and Lopez, and to have been subsequently 
examined by Salvio, Gianutio, and Carrera — by Stamma (who 
eulogizes it as the best of all openings), by Cozio, Philidor, 
LoUi, Ercole del Rio, Sarratt, Lewis, La Bourdonnais, Petroff, 
Jaenisch, Walker, the German " Handbuch," the " Chess- 
Player's Chronicle," and admirably illustrated in the games 
between McDonnell and La Bourdonnais. 



• • THE GAMBIT ACCEPTED. 

GAME THE FIRST. 
White. Black. 

1. Q. P. two. 1. Q. P. two. 

2. Q. B. P. two. 2. P. takes P. 

These moves form the Queen's Gambit. But the best au- 
thorities have decided that it is unadvisable for Black to take 
the Pawn, and that his most prudent play is 2. K. P. one, 
(see Lesson II). The refusal of the gambit is in accordance 
with the example of Salvio ; but in declining it he proposes 
a less recommendable move, namely, 2. Q. B. P. two. (See 
Salvio, Ed. 1723, p. 104.) 

3. K. P. one. 3. K. P. two. 

Your move of 3. K. P. one is that adopted in La Bourdon- 



456 CHESS FOR WINTER EVENIJNGS. 

nais and McDonnell's gaxnes, and appears to be at least as 
good as 3. K. P. two, although it is denounced by the older 
writers. You may also play without disadvantage 3. Q. Kt. 
to B.'s 3d. (See Game the Third.) 

Black plays correctly here in advancing his K. Pawn. If 
instead of this move he play 3. K. B. P. two, you may answer 
4. K. B. takes P., and on his then playing 4. K. P. one, you 
play 5, Q. to her Kt.'s 3d. For the move 3. Q. B. P. two, see 
.he variation. And if he attempt to sustain the gambit Pawn, 
vou will easily obtain an advantage ; for instance. — 
3. Q. Kt. P. two. 

4. Q. R. P. two. 4. Q. B. P. one, or (A.) 

5. P. takes P. 5. P. takes P. 

6. Q. to K. B.'s 3cl. 

And you win a Piece. 







(A.) 




5. 
6. 

7. 
8. 


P. takes P. 

Q. Kt. P. one. 

P. takes P. 

Q. to her R 's 4th (ch.) 

And again you ' 


4. B. to Q.'s 2d. 

5. B. takes P. 

6. Q. to her 4th. 

7. B. takes P. 

win a Piece. 



4. K. B. takes P. 4. P. takes Q. P. 

If you play 4. P. takes K. P., Black will have the better 
game ; for example,— 





4. p. takes K. P. 


4. Q. takes Q. (ch.) 




5. K. takes Q. 


5. Q. Kt. to B.'s 3d. 




6. K. Kt. to B.'s 3d. 


6. Q. B. to K.'s 3d. 




7. Q. Kt. to Q.'s 2d. 


7. Castles. 




8. K. to Q. B.'s 2d. 


8. Q Kt. to his 5th (ch.) 




9. K. to Q. B.'s 3d. 


9. Kt. to Q 's 6th. 




10. B. takes Kt. 


10. R takes B. (ch.) 




And the game is in Black's favor. 


5. 


P. takes P. 


5. K. Kt. to B.'s 3d. 


6. 


Q. Kt. to B.'s 3d. 


e: K. B. to Q.'s 3d. 


7. 


K. Kt. to B.'s 3d. 


7. Q. Kt. to B.'s 3d. 


8. 


Castles. 


8. Castles. 


9. 


K. R. P. one. 


9. K. R. P. one. 



The game is equal ; but your P. is well placed, and you have 
flill the move. 



THE QUEEN S GAMBIT. 

Variation, beginning at Black^s 3d move. 
White. Black. 



1. 


Q. P. two. 




U. The same. 
I 2. P. takes P. 


2. 


Q. B. P. two. 




3. 


K. P. one. 




3. Q. B. P. two. 


4. 


B. takes P. 




4. P. takes Q. P. 


5. 


P. takes P. 




5. Q. Kt. to B.'s 3d, 


6. 


K. Kt. to K.'s 2d. 




6. K. P. two. 


7. 


Q. B. to K.'s 3d. 




7. P. takes P. 


8. 


Kt. takes P. 




S. Kt. takes Kt. 


9. 


B. takes Kt. 




9. Q. to K.'s 2d (ch.) 


[0. 


K. B. to K.'s 2d. 




10. Q. toherKt.'s5th(ch.) 


LI. 


Q. to her 2d. 




11. Q. takes Q. (ch.) 


L2. 


Kt. takes Q. 




12. Kt. to K.'s 2d. 




You have the 


superiority. 




GAME 


THE SECOND. 




Wliite. 




Black. 


1. 


Q. P. two. 




1. The same. 


2. 


Q. B. P. two. 




2. P. takes P. 


3. 


K. P. two. 




3. K. P. two. 



You may without danger play 3. K. P. two, but it is difficult 
to sustain the two Pawns abreast in the centre, and hence K. 
P. one, as in the previous game, or Q. Kt. to B.'s 3d, is 
more generally adopted. 

Black's move in reply is the correct one, as he thus en- 
sures the breaking up of your centre. If he play 3. Q. Kt. P. 
two, you answer with 4. Q- R- P- two, as in the variation given 
in the preceding game ; and for the result of 3. K. B. P. two, 
see the fourth game. He may, however, play without much 
disadvantage 3. Q. B. P. two, as in the following : — 
3. Q. B. P. two. 

4. Q. P. one. 4. K. P. one. 

5. B. takes P. 5. P. takes Q. P. 

6. K. P. takes P. 6. K. B. to Q.'s 3d. 

Your Pawn is passed, and will serve to obstruct the approach of his Pieces, 
but the advantage is very slight. 

4. Q. P. one. 4. K. B. P. two. 

Many players prefer P. takes P. for your 4th move, and the 



lf>^ CHESS FOR WINTER EVENINGS. 

German " Handbuch" remarks, that although it has been 
censured by some authors, it is as good as 4. Q. P. one. The 
following moves will enable you to judge : — 

4. P. takes P. 4. Q. takes Q. (ch.) 

5. K. takes Q. 5. Q. Kt. to B.'s 3(1. 

6 K. B. P. two. 6. Q. B. to K. Kt.'s 5th (ch.; 

(If you play 6. Q. B. to K. B.'s 4th, he answers with G. Q. B. to K.'sSd.I 

7. B. to K.'s 2d. 7. Castles (ch.) 

8. Q. B. to Q 's 2d. 8. B. takes K. B. (ch.) 

9. K. Kt. takes B. 9. K. B. to Q. Kt.'s 5th. 
10. Q. Kt. to B.'s 3d. 10. K. Kt. to K.'s 2d. 

The game is even. 

5. K. B. takes P. 5. K. Kt. to B.'s 3d. 
You can also play 5. Q. Kt. to B.'s 3d, or 5. P. takes K. B 
P., without harm. For example ; in the first place, — 

5. Q. Kt. to B.'s 3d. 5. K. Kt. to B.'s 3d. 

6. P. takes B. P. 6. Q. B. takes P. 
(You might without danger play 6. K. B. P. one."* 

7. K. B. takes P. 7. K. B. to Q.'s 3d. 

8. K. Kt. to K.'s 2d. 8. Castles. 

9. Castles. 9. Q. Kt. to Q.'s 2d. 

The game is equal. 

In the second place, — 

5. P. takes K. B. P. 5. Q. B. takes P. 

6. Q. Kt. to B.'s 3d. 6. Q. Kt. to Q.'s 2d., 

7. K. B. takes P. 7. Q. Kt. to his 3d. 

8. Q. B to K.'s 3d. 

An even game. 

He Would obviously lose by taking the K. P. on account of 
your playing 6. Q. to K. R.'s 5th (ch.) 

6. K. Kt. to B.'s 3d. 6. K. B. to Q.'s 3d. 

7. P. takes P. 7. Q. B. takes P. 

8. Castles. 8. Castles. 

9. Q. Kt. to B.'s 3d. 9. Q. Kt. to Q.'s 2d. 
The positions are pretty equal, but you have still an advantage 
in the move. 

GAME THE THIRD. 

Before proceeding to the consideration of games wherein 
Black refuses the gambit, it may be well to give a brief ex- 
ample of a different mode of carrying on the opening in the 
regular gambit which is at your command, and often adopted. 



THE queen's gambit. 459 

WJiite. Black. 

1. Q. P. two. 1. The same. 

2. Q. B. P. two. 2. P. takes P 

3. Q. Kt. to B.'s 3d. 3. K. Kt. to B.'s 3d. 

For the consequences of his playing 3. Q. B. P. two, or 3. 
Q. B. P. one, see the variation. He might also play 3. K, 
P, two, and the game proceed as follows : — 
3. K. P. two. 
4. Q. P. one. 4. Q. B. P. one. 

(You could here too play 4. K. P. one.) 
5 K. P. two. 5. K. Kt. to B.'s 3d. 

(If he move 5. Q. Kt. P. two, you will have the advantage.) 

6. Q. B. to K. Kt.'s 5th. 6. P. takes Q. P. 

7. P. takes P. 7. Q. B. to K. B.'s 4th. 

8. B. takes P 8. K. B. to Q.'s 3d 

The game is about equal. 

4. K. P. one. 4. K. P. two. 

5. K. B. takes P. 5. P. takes P. 

6. P. takes P. 6. K. B. to Q.'s 3d. 

The game may be called even. 



Variation, heginning at Black^s 3(Z move. 

White. Black. 

fl Q. P. two. { 1. The same. 

2. Q. B. P. two. I 2. P. takes P. 

3. Q. Kt. to B.'s 3d. 3. Q. B. P. two. 

if he move this Pawn one sq. only, the following moves are 
,ikdy :-- 





4. Q. R. P. two. 

5. P. takes P. 

6. Kt. jtakes Q. 

The game is 


3. Q. B. P. one. 

4. K. P. two. 

5. Q. takes Q. (ch.; 

1 quite even. 


4. 
5. 
6. 
7. 


Q. P. one. 
K. P. two. 
P. takes P. 
K. B. takes P. 


Equal 


4. K. P. one. 

5. P. takes P. 

6. K. B. to Q.'s 3d. 

7. K. Kt. to K.'s 2d. 
game. 





WJiite. 


1. 

2. 
4. 


Q. P. two. . 
Q. B. P. two. 
K. P. two. 
K. P. one. 



460 CHESS FOR -WINTER EVENINGS. 

GAME THE FOURTH. 
The Schwartz Defence. 

Black. 

1. The same. 

2. P. takes P. 

3. K. B. P. two. 

4. Q. B. to K.'s 3d. 
This mode of defence is the invention of Mr. W, Schwartz, 
of Livonia ; it is novel and ingenious, but if properly opposed, 
leaves an evident advantage in the hands of the opening 
player. 

Instead of playing 4. K. P. one, you may nullify the de- 
fence, apparently, by taking the doubled P. with your Bishop, 
and, if Black takes K. P. with P., moving Q. to her Kt.'s 3d, 
or, if he bring K. Kt. to B.'s 3d, by advancing K. P. to K.'s 
5th. You may also at the 4th move take K. B. P. wtth P.j 
and obtain a fine game. 

5. Q. Kt. to R.'s 3d. 5. Q. Kt. to B.'s 3d. 

6. Q. B. to K.'s 3d. 6. Q. Kt. to R.'s 4th. 

7. Q. to Q. R.'s 4th (ch.) 7. Q. B. P. one. 

8. B. to Q.'s 2d. 8. Q. takes Q. P. 

9. Q. takes Kt. 9. Q. takes Q. Kt. P. 

10. Q. B. to his 3d. 10. Q. to her Kt.'s 3d 

11. Q. takes Q. 11. P. takes Q. 

12. Q. Kt. takes P. 12. P. to Q. Kt.'s 4th. 

13. Q. Kt. to K.'s 3d. 13. K. B. P. one. 

14. Q. Kt, to Q. B.'s 2d. 74, R. takes P. 

15. K. B. to Q.'s 3d. 15. R. takes R. (ch ) 

16. B. takes R. 

You have much the better game. 



THE queen's gambit. 461 



LESSON II. 

THE GAMBIT REFUSED. 

WJufe. Black. 

1. Q. p. two. 1. The same. 

2. Q. B. P. two. 2. K. P. one. 
Black's move of 2. K. P. one, I agree with Major Jaenisch 
in thinking the best he can adopt ; Q. B. P. two, and Q. B. 
P. one, are certainly inferior. (See Variations I. and II., in 
the present game.) When the game is opened by the first 
player with 1. Q. P. two, a very common rejoinder among lead- 
ing practitioners is 1. K. B. P. two, or 1. Q. B. P. two, 
the consequences of which lead to what are termed " Irregu- 
lar Openings." 

3. Q. Kt. to B.'s 3d. 3. K. Kt. to B.'s 3d. 

4. K. P. one. 4. Q. B. P. two. 

It is a curious feature in this description of " close " game, 
that the Queen's Bishop can rarely be played over to the 
King's side with advantage. 

5. K. Kt. to B.'s 3d. 5. Q. Kt. to B.'s 3d. 

6. Q. R. P. one. 6. Q. R. P. one. 

And the positions are quite even. 

Variation I., heginning at Black's 2d move. 
White. Black. 

(1. Q.P. two. 1. Q.P. iioo. 

I 2. Q. B. P. iioo. 2. Q. B. P. two. 

By this move of Black's you obtain a slight advantage of 
position. 

3. P. takes Q. B. P. 3. Q. P. one (best). 

Major Jaenisch counsels you to take the Q. P., and not the 
Q. B. P., and his variation proceeds thus, — 

3. P. takes Q. P. 3. Q. takes P, 

4. K. P. one. 4. P. takes P. 

5. Q. Kt. to B.'s 3d. 5. Q. to her sq. 

6. P. takes P. 6. K. P. one. 

And the second player has lost time. 



462 CHESS FOR WINTER EVENINGS. 

[ believe you ixiay obtain at least as good a position, however 
by taking the Q. B. P. 

4. Q. Kt. P. two. 4. Q. R. P. two. 

You may play too 4. K. Kt. to B.'s 3d, and then 5. Q. R. 
P. one. If he play 4. K. P. two, the following is a probable 
result : — 

4. K. P. two. 

5. K. Kt. to B.'s 3d. 5. K. B. P. ono. 

6. K. P. one. 6. P. takes P. 

7. Q. takes Q. (ch.) 7. K. takes Q. 

8. Q. B. takes P. 8. Q. R. P. two. 

9. Q. Kt. P. one. 9. Q. Kt. to Q.'s 2d 

10. P. to Q. B.'s 6th. 10. P. takes P. 

11. Q. R. P. two. 11. Q. B. P. one, 

12. Q. Kt. to Q.'s 2d. 

With a better game. 

5. Q. Kt. P. one. 5. K. P. two. 

6. K. Kt. to B.'s 3d. 6. K. B. P. one. 

7. K. P. one. 7. B. takes doubled P. 

8. P. takes Q. P. 8. P. takes P. 

If he take with the Bishop, you take B. with Kt., and he can. 
not save the Pawn. 

9. B. to Q. Kt.'s 2d. 

And you have certainly the advantage. 



Variation 11. , leginning at Black" s 2d 

White. Black. 

il. Q. F. two. 1. The same. 

I 2. Q. B. P. two. 2. Q. B. P. one. 

Black's second move here is even weaker apparently than Q. 
B. P. two. 

3. K. B. P. one. 3. K. Kt. to B.'s 3d. 

If instead of bringing out his Kt. he play 3. P. takes P., you 
move 4. K. P. one, and if then he support his Pawn with 4. 
Q,. Kt. P. two, you can reply with 5. Q. R. P. two. 

4. Q. Kt. to B.'s 3d. 4. Q. B. to K. B.'s 4th. 

5. K. P. one. 5. K. P. one. 

6. K. B. to Q.'s 3d. 6. B. takes B. 

7. Q. takes B. 7. K. B. to Q. Kt.'s 5th. 



THE QUEEN S G.iMBIT. 463 

8. K. P. one. 8. B. takes Kt. (ch.) 

9. P. takes B. 9. Q. Kt. to Q.'s 2d. 

10. Q. B. P. takes Q. P. 10. Q. B. P. takes P. 

11. K. P. one. 11. Kt. to K. R.'s 4th. 

12. K. Kt. toK.'s2d. 

The game is in your favor. 



GAMES 

ILLUSTRATIVE OF "^HE FOREGOING ANALYSIS. 
{From the Chess-Player's Chronicle.) 

GAME I. 

Between M. De In Bourdonnais and Mr. McDonnell. 

White, (M. De la B.) BlacTc, (Mr. McD ) 

1. Q. P. two. 1. Q. P. two. 

2. Q. B. P. two. 2. P. takes P. 

3. K. P. one. 3. K. P. two. 

4. K. B. takes P . 4. P. takes P. 

5. P. takes P. 5. K. Kt. to B.'s 3d. 

6. Q. Kt. to B.'s 3d. 6. K. B. to K.'s 2d. (c) 

7. K. Kt. to B.'s 3d. 7. Castles. 

8. K. R. P. one. (b) 8. Q. Kt. to Q.'s 2d. 

9. Q. B. to K.'s 3d. 9. Q. Kt. to his 3d. 

10. K. B. to Q. Kt.'s 3d. 10. Q. B. P. one. 

11. Castles. 11. K. Kt. to Q.'s 4th. 

12. Q. to K.'s 2d. 12. K. B. P. two. 

13. K. Kt. to K.'s 5th. 13. K. B. P. one. 

14. Q. B. to Q.'s 2d. 14. K. Kt. P. two. (c) 

15. Q. R. to K.'ssq. 15. K. to his Kt.'s 2d. 

16. Q. Kt. takes Kt. 16. Kt. takes Kt. 

17. K. Kt. takes Q. B. P. {d) 17. Q. Kt. P. takes Kt. 

18. B. takes Kt. 18. Q. takes B. 

19. Q. takes B. (ch.) 19. R. to K. B.'s 2d. 

. 20. Q. to her Kt.'s 4th. 20. Q. B. to K. B.'s 4th. 

21. R. to K.'s 5th. 21. Q. to her 2d. 

22. Q. P. one. (e) 22. P. takes P. 

23. Q. to her 4th. 23. K. to R.'s 3d. 

24. K R. P. one. 24. Q. B. to K.'s 3d. 

25. K. R. to K.'s sq. 25. Q. R. to K.'s sq. 

26. Q. R. takes Kt. P. (/) 26. Q. R. to K. B.'s sq. 

27. Q. to K.'s 5th. 27. Q. B. to K. Kt.'s 5tK= 

28. R. to K. R.'s 5th (ch.). 28. B. takes R. 

29. Q. mates. 



464 



CHESS FCR WINTER EVENINGS. 



NOTES TO GAME I. 
(o) This is a fault. The Bishop should always be played to Q.'a 3a 
at the present stage. 

(6) An indispensable move in this opening. 

(c) The advance of these Pawns should rarely be ventured by any b\it 
the experienced player. 

(d) Capitally played. 

(e) An excellent move. 

(/) The best mode o taking the Pawn. 





GAME II. 


'layt 


;(Z by correspondence several 


years since between the Amateurs o\ 




Bristol and Mr. Staunton. 




White (The Amateurs.) 


Black (Mr. S.) 


1. 


Q. P. two. 


1. Q. P. two. 


2. 


Q. B. P. two. 


2. P. takes P. 


3. 


K. P. one. 


3. K. P. two. 


4. 


B. takes P. 


4. P. takes P. 


5. 


P. takes P. 


5. K. Kt. to B.'s 3d. 


6. 


K. Kt. to B.'s 3d. 


6. K. B. to Q. Kt.'s 5th (eh.) 


7. 


Q. Kt. to B.'s 3d. 


7. Castles. 


8. 


Castles. 


8. Q. B. to K. Kt.'s 5th. 


9. 


Q. B. to K.'s 3d. 


9. Q. Kt. to Q. B.'s 3d. 


10. 


K. B. to,K.'s 2d. (a) 


10. K. Kt. to Q.'s 4th. 


11. 


Q. to Q. B.'s 2d. (6) 


11. Q. B. to Q. R.'s 4th. (c) 


12. 


Q. R. P. one. 


12. K. B. to Q. R.'s 4th. 


13. 


K. Kt. to K.'s 5th. 


13. K. Kt. takes Q. Kt. 


14. 


K. B. takes B. 


14. Q. Kt. taKes Kt. 


15. 


Q. P. takes Kt. 


15. Kt. to Q.'s 4th. 


16. 


Q. B. to Q. B.'s 5th. 


16. K. R. to K.'s sq. 


17. 


K. B. P. two. 


17. Q. B. P. one. . 


18. 


Q. R. to Q.'s sq. 


18. Q. to K. R.'s 5th. 


19. 


Q. to K.'s 2d. 


19. K. Kt. P. one. {d) 


20. 


K. B. to K. Kt.'s 4th. 


20. B. to Q. Kt.'s 3d. (e) 


21. 


B. takes B. 


21. Q. R. P; takes B. 


22. 


K.B. P. one. (/) 


22. Q. R. to Q. R.'s 5th. {g) 


23. 


P. takes K. Kt. P. 


23. K. R. P. takes P. 


24. 


B. to K. B.'s 3d. 


24. Kt. to K. B.'s 5th. (A) 


25. 


Q. to K.'s 3d. 


25. P. to Q. Kt.'s 4th. 


26. 


R. to Q.'s 7th. 


26. Q. to K. Kt.'s 4th. {i) 


27. 


K. to R.'s sq. {k) 


27. Q. takes K. P. 


28. 


Q. takes Q. 


28. R. takes Q. 


29. 


Q. R. takes Q. Kt. P. 


29. Q. R. to Q, B.'s 5th. 


.'{0. 


K. R. P. one. 


30. Kt. to Q.'s 6th. 


31. 


B. to Q.'s sq. 


31. Q. R. to K. B '8 5th. 


32. 


R. takes R. 


32. Kt. takes R. 


33. 


B. to K. B.'s 3d. il) 


33. Kt. to Q.'s 4th. 


34. 


K. to Kt.'s sq. (m) 


34. K. to Kt.'s 2d. 



THE queen's gamdit. 465 

35. K. toB.'s 2d. 35. K. to B.'s3d. (n) 

36. Q. Kt. P. one. 36. Kt. to K.'s 2d. 

37. Q. R. P. one. 37. P. takes P. 

38. P. takes P. 38. R. to Q. R.'s 4th. 

The game was resigned as a drawn battle. 



NOTES TO GAME II. 
(a) The best move apparently to preserve the Q. P. 
(6) Good play, threatening to move K. Kt. to Kt.'s 5th, which migh 
;o3t the Black a Piece. 

(c) Correctly played ; by this simple move he utterly disconcerts the 
meditated attack on his K. R. P. 

(d) Had Black, instead of this move, taken K. B. P. with his Kt., the 
opponents by. capturing K. B. P. with Bishop (giving check at the same 
time,) would have obtained a winning position. 

(e) Far better than playing K. R. P. two, in which case White would 
have moved the B. to Q.'s 7th, attacking the Rook. 

(/) By this move the Bristoiians appear to have weakened their game. 

(g) This Rook is admirably posted. 

(/() A fine position for the Kt. also. Had the Kt. remained at Q.'s 
4th, White might have taken him with K.'s Bishop, and then by playing 
Q. to K. B.'s 3d, would have won a Pawn. 

(i) Threatening to win the Queen by checking with the Kt. at K. 
R.'s 6th. 

(k) But for the necessity of making this defensive move, there ia 
every probability that the Bristol players would have acquired the better 
game. If, however, instead of moving the King, they had proceeded with 
their attack, playing Q. to Q. Kt.'s 6th, their adversary would have moved 
his Q. R. to Q. B.'s 5th, and afterwards checked with Kt., and thus have 
been enabled at least to draw the game. 

(I) This is stronger than B. to Q. Kt.'s 3d. 

(m) These moves are to bring the King within reach of the adverse 
Pawn on Q.'s side. 

(Ti) This appears to be the only move by which Black can prevent his 
opponents obtaining a " passed " Q. R. P. 



GAME ni. 

Played in Paris by three members of the Chess-Cercle, 3IM. Harrwitz, 
Snsias, and another, in consultation, against MM. Kieseritzkij _ 
Henderson, and Kling, in the Cafe de la Eegence. 
White (Allies of the Gercle). Black (Allies of the Caf6) . 

1. Q. P. two. 1. Q. P. two. 

2. Q. B. P. two. 2. P. takes P. 

3. K. P. two. 3. K. B. P. two. (a) 

4. P. takes P. (6) 4. Q. B. takes P. 

5. K. B. takes P. 5. K. Kt. to B.'s 3d. 

6. K. Kt. to K.'s 2d. *• Q. B. to K.'s 5th. 



466 CHESS FOR WINTER EVENINGS. 

7. Castles. 7. Q. Kt. to B.'s 3d. 

. 8. Q. to Kt.'s 3d. 8. B. to Q.'s 4th. 

9. B. takes B. 9. Q. takes B. 

10. Q. takes Q. Kt. P. 10. Q. Kt. takes Q. P. (r^ 

11. Q. to R.'s 6th. 11. K. P. two. 

12. Q. Kt. to B.'s 3d. 12. Q. to her B.'s 3d. 

13. Q. takes Q. 13. Kt. takes Q. 

14. K. B. P. two. 14. B. to Q. B.'s 4th (ch.) 

15. K. to R.'s sq. 15. Castles on K.'s side. 

16. K. R. P. one. |6. Q. R. to K.'s sq. 

17. P. takes P. 17. Q. Kt. takes P. 

18. Q. B. to K. Kt.'s 5th. 18. Q. R. to K.'s 3d. 

19. Q. R. to Q.'s sq. 19. Q. Kt. to Q. B.'s 5th 

20. Q. Kt. P. one. 20. Q. Kt. to K.'s 6th. 

21. B. takes Q. Kt. 21. Q. R. takes B. 

22. K. R. to B.'s 3d. 22. K. R. to K.'s sq. 

23. K. Kt. to K. B.'s 4th. 23. Kt. to K.'s 5th. 

24. Q. Kt. takes Kt. 24. K. R. takes Kt. (d) 

25. R. takes R. 25. B. takes R. 

26. R. to Q.'s 8th (ch.) 26. K. to B.'s 2d. 

27. Kt. to Q.'s 5th. 27. R. to Q.'s 5th. 

28. R. to Q.'s 7th (ch.) 28. K. to his 3d. 

29. R. to K.'s 7th (ch.) 29. K. takes Kt. 

30. R. takes B. 30. R. to K.'s 5th. 

31. R. to Q.'s 3d (ch.) 31. K. to Q. B.'s 3d. 

32. K. to R.'s 2d. 32. R. to K.'s 7th. 

33. Q. R. P. one. 33. Q. R. P. two. 

34. K. R. P. one. 34. R. to K.'s 5th. 

35. K. to R.'s 3d. 35. K. to Q. Kt.'s 4th 

36. K. Kt, P. two. 36. Q. B. P. two. 

37. K. to Kt.'s 3d. 37. Q. R. P. one. 

38. P. takes P. (ch.) 38. K. takes P. 

39. R. to Q.'s 7th. 39. Q. B. P. one. 

40. R. takes K. Kt. P. 40. Q. B. P. one. 

The players of the Black men win. 

NOTES TO GAME III. 

(a) This leads to the objectionable defence of Mr. Sch\vartz, which 
Has been previously examined. 

(b) Bishop takes Pawn would be likewise good play. 

(c) Very neatly played. 

(d) It would have been better perhaps to have taken this Kt. with the 
Queen's Rook. 

GAME IV. 

Between M. St. Amant and Mr. Staunton. 

White. (M. St. A.) Black (Mr. S.) 

1. Q. P. two. 1. Q. P. two. 

2 Q. B. P. two. 2. K. P one. 



THE QLfiEN'S GAMBIT. 467 

3. Q. Kt. to B.'s 3d. 3. K. Kt. to B.'s 3d. 

4. K. Kt. to B.'s 3d. 4. Q. R. P. one. 

5. Q. B. P. one. 5. K. B. to K.'s 2d. 

6. Q. B. to K. Kl.'s 5th. (a) 6. Castles. 

7. K. P. one. 7. Q. Kt. P. one. (b) 

8. Q. Kt. P. two. 8. Q. B. to Q. Kt.'s 2d, 

9. Q. B. takes Kt. 9. B. takes B. 

10. K. B. to Q.'s 3d. 10. Q. R. P. one. 

11. Q. R. P. one. 11. Kt. to Q.'s 2d. (c) 

12. Q. B. P. takes P. 12. P. takes P. 

13. Castles. 13. Q. to K.'s 2d. (d) 

14. Q. to her Kt.'s 3d. (e) 14. P. takes P. 

15. P. takes P. 15. K. R. to Q. B.'s sq. 

16. B. to Q. Kt.'s 5th. (/) 16. Kt. to K. B.'ssq. 

17. K. R. to Q. B.'s sq. 17. Kt. to K. Kt.'s 3d. 

18. B. to K.'s 2d. 18. Q. to her sq. 

19. Kt. to Q. Kt.'s 5th. 19. B. to K.'s 2d. 

20. K. Kt. to K.'ssq. 20. B. to Q. R.'s 3d. (g\ 

21. K. B. P. two. 21. Kt. to R.'s 5th. 

22. K. to B.'s 2d. 22. Kt. to K. B.'s 4th. 

23. K. Kt. to B.'s 3d. 23. B. takes Q. Kt. 

24. Q. R. takes R. 24. R. takes Q. R. 

25. B. takes B. 25. Kt. to Q.'s 3d. 

26. B. to Q.'s 3d. 26. Q. Kt. P. one. 

27. Kt. to K.'s 5th. 27. Kt. to Q. B.'s 5th. 

28. Kt. to Q. B.'s 6th. 23. Q. to her 3d. 

29. Kt. takes B. (ch.) 29. Q. takes Kt. 

30. B. takes Kt. 30. Q. P. takes B. (h) 

31. Q. to Kt.'s 2d. 31. R. to Q. R.'s 5th. 

32. R. to Q. Kt.'s sq. 32. Q. to her R.'s 2d. 

33. Q. to her B.'s 2d. 33. K. Kt. P. one. 

34. K. R. P. two. 34. Q. to K.'s 2d. 

35. R. to K. R.'s sq. 35. Q. takes Q. Kt. P. 

36. Q. to K.'s 4th. 36. Q. to her Kt.'s 7th (ch ) 

37. K. to Kt.'s 3d. 37. R to Q. R.'s 7th. 

38. R. to K. B.'s sq. 38. Q. Kt. P. one. 

39. Q. to her Kt.'s 7th. 39. K. R. P. two. 

40. K. to R.'s 3d. 40. Q. B. P. one. 

41. R. to K. Kt.'s sq. 41. Q. to K. B.'s 7th. 

42. Q. to her Kt.'s 8th (ch.) 42. K. to R.'s 2d. 

43. Q. to K. B.'s 8th. 43. Q. takes K. P. (ch.) 

44. P. to K. Kt.'s 3d. 44. R. to Q. R.'s 2d. 

45. R. to Q. R.'s sq. (i) 45. Q. takes Q. P. (^k) 

46. R. takes R. 46. Q. takes R. 

47. Q. takes Q. Kt. P. 47. Q. to K. Kt.'s 8th. 

48 Q. to her Kt.'s 7th. 48. K. to Kt.'s 2d. 

49 Q. to K.'s 4th. 49. Q. to her B.'s 4th. 

50. Q. to K.'s sq. 50. P. to Q. B.'s 7th. 

51. Q. to her R.'ssq. (ch.) 51. K. to R.'s 2d. 

52. Q. to her B.'s sq. 52. Q. to K. B.'s 4th Teh.) 



53. 


K. to R.'s 2d. 


54. 


K. B. P. one. 


55 


K. to R.'s 3d. 


56. 


P. lakes P. (ch.) 



468 CHESS FOR WINTER EVENINGS. 



53. Q. to her 6th. 

54. Q. to K.'s 7th (ch.) 

55. Q. to her 8th. 

56. P. takes P. 
And White surrendered. 



NOTES TO GAME IV. 

(a) It has been previously remarked that the Q. B. in these games can 
seldom be advantageously played to the King's side. 

(b) This appears the only safe and effectual way of bringing the Queen's 
Bishop into play. 

(c) Threatening to gain a Pawn. 

(d) A much better move than advancing the King's Pawn one step, 
which would have cost Black at least a Pawn. (e. g.) 

11. K. P. one. 

12. P. takes P. 12. Kt. takes P. 

13. Kt. takes Kt. 13. B. takes Kt. 

14. B. takes K. R. P. (ch.) 14. K. takes B. 

15. Q. to K. R.'s 5th (ch.) 15. K. to Kt.'s sq 

16. Q. takes B.,&c. 
(c) Well played. 

(/) A lost move. 

(g) From this point the game is in Black's favor. 

(h) Black properly takes with the Q. P., foreseeing, in the event of tho 
capital Pieces being changed off, that a White passed P. on the Q. Kt.'a 
file, would be out of reach of his King. 

(i) High praise is due to White for the pertinacious ingenuity with 
which he struggled to draw the game. 

(k'y Had he taken the R., White would have drawn the game. 



EIGHT PROBLEM 



FIVE MOVES 



PROBLEMS UN FIVE MOVES. 



4?1 



BY THE EDITOR 









m ^.. 



WA Wm 




m 



mm. 



V^THITE. 

White to play and mate In live moves. 



472 



CHESS FOR WINTER EVENINGS. 



3X'o.l 



BY THE EDITOR. 




VVnite to move and compel Black to mate him in five move^ 



PROBLEMS IN FIVE MOVES. 



4TJ 



AUTHOR UNKNOWN 




White to play and mate in five moves. 
21 



474 



CHESS FOR WINTER EVENINGS. 



^'o. 4. 



BY HERR KUIPER 

'^From the Palamijde.) 




White to play and mate in five moves. 



PROBLKMS IN FIVE MOVES. 



475 



3^0. 5. 



BY HERR KLING. 

(From Staunton's Chess Plaj'ei's Handbook j 



wm m 



''^M 4 WW4 ' '9 



White to play and mate in five moves. 



476 



CHESS FOR "WINTER EVENINaS. 



3!ffo.6. 



BY CALVI. 

(From the Palaraeie.') 



i 

ipi 

1 » 



:^^^^///.W^S fi t54 



WHITE. 

White to play and mate in five moves. 



PROBLEMS IN FIVE MOVES. 



477 



3^0. 7. 

BY THE EDITOR 







V/////M. 



^ 'W/W//,.. 



m.. wm.. 



^^M% 



^ ^/A 






^Vhite to play and compels Black to check-mate him in five 
moves. 



473 



CHESS FOK WINTER EVENINGS. 



BY THE EDITOR. 



'mm. 



»1 



8 



«'«= i^- 



'W////M, 



■ i 






NV^hite to play and mate in six moves. 



EXAMPLES 

OF 

INCAUTIOUS PLAY 

SIX ORIGINAL POSITIONS. 

At3o!c6centiam ilere jucundum est et lauJabile.— CirtBO. 



EXAMPLES OF INCAUTIOUS PLAY. 



481 



(Example 1. 



m 



ill 



i 



i^ 






?» my/z/Z/A 



m 



"/^/////y^ 



1„,, i^J, 



In this position, White having to move played Rook lo 
^. B. 3d, Black took this Rook with Rook, whereupon White 
effected mate in a few moves. 



482 



CHESS FOR WINTER EVENINGS. 



(ixm\}i\t 2. 




In this position, the young player conducting the Blaclt 
pieces played Rook to K. Kt. 7th sq., threatening mate next 
move, whereupon his adversary announced mate in three 
moves. Instead of moving Rook, he should have checked 
with Bishop, mating his opponent in five moves, the move of 
Bishop included. 



EXAMPLES OF INCAUTIOUS PLAY. 



4^)3 



Example 3. 




In this position, Black having the move played Q. to Q. 
Kt 2d, an inviting move, as he thereby threatens to capture 
Rook checking, and also attacks B. with R. He has played 
incorrectly, and must undergo mate in four moves. He 
should have played Q. to K. Kt. 5th sq. 



184 



CHESS FOR WINTER EVENINGS. 



€jt ample 4. 




White having the move in this position has several methods 
of winning, the most expeditious of which would have been 
K. to his R. 4th sq. On the spur of the moment he plays 
R. to Q. R. 7th sq., threatening to mate with Q. at K. R. 4th. 
This heedless move enables his adversary to draw the game. 



EXAMPLES OF INCAUTIOUS PLAY. 



485 



(^jcampU 5. 




In this position the player of the Black pieces, as yet a 
tyro, imagined he would obtain the victory by taking off Kt. 
with R. checking, subsequently winning Queen by a check 
with Kt. This he executed, and was surprised to find thai 
after attacking P. with Q., his adversary played K. to cor- 
ner, drawing the game. 



486 



CHESS FOR WINTER EVENINGS. 



(2?i-ampU 6. 




In this position, White having to move and hoping to 
sntrap Queen, played Rook to Q. R. sq. ; Black took this 
Rook, White replied with R. to Kt. sq., attackina.' Queen 
with Rook and Bishop, whereupon Black announced mate in 
five moves. 



rilE FATAL MATE. 




TjEDS ^^.ME&Zi mMTIE « 



THE FATAL MATE. 

" Uuelqne d6converte que Ton ait faite dans le pays de I'aniour propre, il y reste biei 
Jes teries mcouiiues." — La RucUefoacaiUd. 

Much as may be said in favor of the game of chess, of its noble 
and scientific character as an intellectual enjoyment of the highest 
order, and the almost irresistible attraction it acquires for its votaries, 
still many are deterred from its practice by an ill-judged sensitiveness 
and morbid fear of defeat. Let those who have commenced the 
study of chess, and who really wish to improve, bear in mind that the 
player who learns not how to lose, will never learn how to win, 
and dismiss at once all impatience and rising irritability. 

It must be confessed, however, that no game affects so directly 
the vanity of the individual as chess. That the winning of the game 
is due solely to the skill of the player, and that not a leaven of chance 
has mingled with and assisted his good play, becomes, in weak 
minds, a fixed idea, productive sometimes of the strangest aberrations. 

Illustrative of this weakness, I recollect an anecdote of a some- 
what singular nature. 

In the autumn of 18 — , while spending a week at the seat of 

General D , a few leagues from Paris, I was introduced to an 

English gentleman, with whom I usually played a rubber at chess in 
the evening, after a long ride or a day's sport with dog and gun. 

At the time I speak of, I was far from being an adept in the game, 
and my adversary, though not a very strong player, was still my su- 
perior, and an opponent against whom I could not allow my attention 
to flag a single moment without paying that direful penalty, " check- 
mate." 

Among the persons who usually seemed to take most interest in 
our games was the charming Countess V . . . On the evening of 
our last match, the next day being fixed upon for a return to Paris, 
seated near the chess-table, it appeared to me that she had followed, 
with unusual attention, a preceding game won by my adversary. 1 ■ 
had never, however, heard the Counte'i'? express the least wish tc 



4U0 



CHESS FOE WINTER ETENINGS. 



play, nor intimate in conversation that she possessed any knowlecge 
of the science. 

Our game had verged into the following position. I was the 
player of the White pieces, and it was my turn to move. 




(jver tins situation I had already paused some time, and was 
not a little embarrassed. To my inexperienced eye, the proximity 
of one of my adversary's Pawns to the royal line foreboded danger, 
and filled me with secret terror. I also feared his playing his Que'^n 
to Jier Rook's square, threatening Knight's Pawn, and worse, a mate. 
On the other hand, although the position of his King seemed to be 
one of some constraint, yet it struck me that on any move of mine, 
the advance of his King's Pawn would free him from embarrassment. 

Thus perplexed and irresolute, I was hesitating between remov- 
ing Bishop or playing Queen to her Rook's square, when instinctively 
I looked around in the direction of the Countess, as towards the person 



THE FATAL MATE. 491 

ivho had taken most interest in tlie contest. There probably was 
much of appeal in my expression, and her compassion must have 
been great indeed, for as my hand was nearing the Bishop, I heard 
her make a remark on the position to Madame D ... in a tone that 
seemed to banter my inexperience. The words indeed had been pro- 
nounced in a subdued voice ; nevertheless they had been overheard 
by some of the bystanders, who looked towards the Countess with 
some surprise. They had also fallen on the quick ear of my antago- 
nist, who suppressed a rising frown. Whetlier I blushed outwardly 
I know not, inwardly I certainly did. The Countess's hint, however, 
had been a ray of light for me, and the truth gradually unfolding it- 
self, I announced checkmate in four moves. 

Proud of having carried out so well the conception of my fair 
ally, I approached to thank her for her timely assistance. 

" I confess my inferiority," said I, " but I have yet full time to 
improve, and, under the direction of a mistress so well skilled in the 
game, I feel I should make rapid progress." The Countess smiled, 
saying I flattered her, and that assuredly she would not undertake to 
teach an art she never practised. " It is even so," added she ; " we 
often show most enthusiasm for those things with which we have an 
imperfect acquaintance, and happy those who are not tormented by a 
thirst after profound knowledge. Since you consult me, sir, my 
advice is, that you take no master to perfect your chess education." 

" I understand, madam ; my capacity for the game does not strike 
you as " . . . 

" It strikes me as excellent — quite excellent enough to insure 
success, and enable you to play in a short time a very scientific game. 
But are you aware of the probable result of all the science you may 
acquire ? Believe me, sir, it will only serve to aggravate the dis- 
appointment at losing, in a proportion a thousand times greater than 
the pleasure of winning. Reflect on this, I pray." 

The Countess pronounced these words with so grave and solemn 
an air, that I could not dissemble my astonishment. " You may not 
believe me, sir," continued she, " nevertheless, if you will grant mt" 
vour attention, I hope to convince you there is some truth in m} 
remarks." T seated myself near her, and she commenced the follow 
ing reci'^al : 



492 CHESS FOR "WINTER EVENINGS. 

" The Count de St. Genest, who died a few years before the res- 
toration, had long been known in the world, as one of the most ac- 
complished gentlemen of his time. His equanimity of temper and 
perfect disinterestedness were proverbial. Ever ready to admit the 
superiority of others, even in those things in which he excelled him- 
self, he was prompt to proclaim the succes? of a rival, and quarrelled 
with none for not honoring sufficiently his own well-founded claims. 

" It had been the lot of the Count de St. Genest to have spent 
two-thirds of his life in a state of well-deserved happiness, when he 
was compelled to share the uncertain fortunes of the emigration. 
During this period of trial he led a secluded and unostentatious Ufe ; 
one of devotedness to his family and friends. 

" While residing at Frankfort he learnt the game of chess, at first 
looking upon it merely as an amusement well adapted w soothe and 
divert the weary hours of exile. The Count, however, soon became 
a devotee to the game and a first-rate player. At his advanced period 
of life, he acquired at chess the same superiority he had attained in 
his youth in every manly exercise. Age had merely changed his 
tastes and matured his faculties rather than impaired them. 

" The Count had frequent opportunities of measuring his strength 
with some of the best players of Europe, and on more than one oc- 
casion were they compelled to acknowledge his superiority. In one 
respect, however, he was liiost unfortunate. No triumph compensa- 
ted, in his eyes, for the bitter feelings of disappointment he experi- 
enced whenever a star more propitious than his own favored a com- 
petitor in tlie checkered strife. 

" In the usual walks of life, the distinctive traits of the Count's 
character were modesty of demeanor, and an unpretending but noble 
manner, save at the Game of Chess, when a sudden transformation 
seemed to come over him, and he was no longer the same man. He 
could here brook no inferiority, and an attempt to obtain a concession 
on this point, was instantly construed by him into an outrage or a 
personal insult. A game lost would prey upon his mind for several 
days, rendering him gloomy and morose, even depriving him of appe- 
tite, and, as it were, of consciousness. 

"In 18 — the Count returned to France, retaining in all its fervoi 
s. fondness for his favorite game. But soon there came a cliange 



THE FATAL MATE. 492 

over the aged nobleman. His faculties became suddenly impaired, 
and increasing infirmity finally debarred him from all society. In 
this painful state, chess was his sole alleviation. He had taught the 
game to his daughter, who had been married eight years to a colonel 
in the Royal Guards. Occupying the same " H6tel," his daughter 
devoted her evenings to her aged father's amusement, humoring the 
old gentleman's fondness for the game, and seldom having any spec- 
tators except the Count's granddaughter, a child little more than 
seven years of age, somewhat precocious for her years, but withal & 
mischievous and giddy little thing. You would never, however, have 
taken her for such, when a game of chess was in progress, for then, 
seated near her grandfather, who was dotingly fond of '- er, she 
would seldom utter a word, paying all the time the greatest attention 
to the complicated moves of what she called her little black and 
white soldiers. 

" The Count de St. Genest, in whose chess faculties there had 
been, alas ! an immense falling off, had preserved, nevertheless, the 
same sensitiveness vwth respect to defeat, and strict play was still 
what he most prided himself upon. His daughter, now much his 
superior, throug-h motives you will readily imagine, while prolonging 
and keeping alive the interest of the game by the most generous of 
impostures, invariably allowed herself to be beaten, to the great satis- 
faction of the old Count, who never slept better than after these illu- 
sory triumphs. 

" One evening, however, towards the end of a game, which the 
Count had conducted with more skill than it had been his wont to 
display, his patient opponent, either through forgetfulness of her 
usual part, or led on perhaps by an inviting position, gave several 
successive checks, the replies to which were all forced ; then without 
examining farther into the situation, and while looking up at the 
clock to ascertain the lateness of the hour, she unconsciously touch- 
ed a piece and was of course compelled to move it ; the old noble- 
man, as I have already said, never allowing the slightest deviation 
from strict play in the most rigorous sense of the word. 

" Scarcely had his daughter committed the move, when she be- 
came conscious of the existence of a forced mate, and was devising 
ihe square to avoid giving i!", inwardly congratulating herself that it 



494 CHESS FOR WINTER EVENINGS. 

was in Ijer power to do so : she still held the piece, when, to her uttei 
dismay, the Count's youthful granddaughter, clapping her little 
hands, suddenly exclaimed — ' Oh ! grandpapa, you have lost . . . 
checkmate ! checkmate !' The child, by following out the play, 
evening after evening, had not only become familiar with the moves, 
but had also acquired an acquaintance with the game, suspected by 
none and far above her years. 

" Roused by this fatal revelation, the Count soon became fully 
alive to its truth. ' The child is right,' said he ; then droopmg hia 
head, he remained gloomily silent, 

" A few moments after his little granddaughter approached. ' Good 
night, dear grandpapa,' said she, in a timid tone, as if conscious of 
having been the cause of her grandfather's dejection. ' Good night, 
Miss,' was the dry and somewhat rancorous answer the child received, 
and she was allowed to leave the room without obtaining the accus- 
tomed kiss which the Count, while patting her auburn ringlets, never 
failed to bestow. 

" The next morning the poor child, half afraid, hesitated long be- 
fore entering her grandfather's bed-room, with the newspaper she 
was in the habit of carrying to him. At length, overcoming her ir- 
resolution, she was about to knock, when her mother opened the 
door. ' My child,' said she, amid sobs and tears, ' my poor child, 
what have you done ! Your grandfather is no more !' 

" The Count had expired during the night. His impaired facul- 
ties had not been proof against the violent perturbation, caused most 
probably by the feverish and lethiferous visions conjured up by this 
fatal checkmate, foreseen and announced by a child of seven." 

" Undoubtedly," said I, after a pause, during which I perceived 
the Countess was much moved, " most undoubtedly a talent for the 
game has been perpetuated in his family, and the Count's grand- 
daughter, nothwithstanding the melancholy circumstance attached to 
her precocious abilities" .... 

" I have perhaps been wrong," suddenly interrupted the Count- 
ess, " in having placed under your eyes so fatal an example. . . 
Excuse some minuteness. . . My emotion you will readily forgive 
when you learn that in the narrator you behold the granddaughter 
of the Count de St, Genest." ......'' 



THE FATAL MATE. 



495 



After some moments' silence, prompted by curiosity, I ventured 
to ask the Countess, whether she recollected the position that had led 
to this melancholy circumstance. 

" I can never forget it," she replied, while aiTanging the pieces 
as follows : — 



m s,. 






% Jy^M F«. 



'Ay.^'^y^^^y'., 



wm. 



m 



"WHITE. 

White to move and force the game. 



SOLUTIONS 

TO THE 

CHESS PROBLEMS 



22 



SOLUTIOx\S TO THE CPIESS PROBLEMS. 



BOOK. 11. 

Fifteen Prohlems in Two Moves. — Page 171. 



White. 
Q o K. 4th 



1. Kt. CO K. 8th. 

2. Q. Mates. 

1. B. to his 5th (ch.) 
Si, Castles. 



J. Q. to Q. R. 5th. 
2. Q. to her R. sq. 



No.l. 



No. 2. 



No. 3. 

Mate. 



No. 4. 
Mate. 



No. 5. 
Q. to K. Kt. 2d sq., threat- 
ening to Mate by playing 
Kt. to Q. R. 3d. sq. 
Q. to Q. B. 6th. Mate. 

No. 6. 



1 Q. toK.Kt. 2d. 
2. Kt. to Q. Kt. 7th. 



Mate. 



Blacli. 
If Black take Q. with 
either P., White mates by 
advancing a P., and if he 
piay any thing else, Q. 
captures one of the Pawne 
and mates. 



1. K. moves. 



1. K. moves 



1. P. moves. 



1. P. takes Kt— If Q. take 
Q., Kt. mates taking B. — 
If Black take Kt. vsrith Kt., 
Q. B. P. mates. 



1. Rook takes Q 



No. 7. 

1. R. to Q. Kt. 4th. If K. take R., White plays R. to K. 5th and 

Mates. If B. or Q. check, K. R. interposes, mating. If Kt. check, R. 

takes Kt. mating. If he playKt. to Q. 4th, with the view of interposing 

next move at K. 2d, or of taking the R., Rook mates at B. 6th. If Q 



500 CHESS FOR WINTER EVENINGS. 

moves to K. Kt. sq., the Kt. mates at Q. 3d. If Q. goes to her 4th 
Rook again gives checkmate at Q. B. 6th. If B. to Q. 4th, either K 
mates, or R. by discovery. 

WJiite. Black. 

No. 8. 

1. Q. to K. Gth. 1. B. takes Q. 

2. Kt. takes B. Mate. 

No. 9. 

1. Q. to her 6th. 1. R. takes Q. 

2. Kt. to K. B. 4th. Mate. 

No. 10. 

1. B. to K. B. 6th. 1 K. moves. 

2. Q. to her B. 6th. Mate. 

No. 11. 

1. R. to K. B. 6ilv 1. K. moves. 

2. R. to K. B. 3d. Mate. 

No. 12. 

1. Castles. 1 Any thing. 

2. R. to K. B. 8th. Mate. 

No. 13. 

1. Rook takes P. (ch.) 1. K. takes R. 

2. Q. to B. 7th rch.) If K. take Q., White le 

stale-mated, and if not, 
White draws by perpetual 
check v/ith Q. 

No. 14. 

1. R. to Q. R. 4th (eh.: 1. K. takes P. 

2. B. to Q. B. 2d (ch.) 2. B. takes B. giving mate. 

No. 15. 

1. Kt. to Q. 3d (ch.) 1. K. moves. 

2. Q. to her B. 6th (ch.) 2. K. takes Q. and White is 

stale-mated. 



Solutions to the Prohlems in the Tale of the Monkey and the Gascon 
Chess-Knight. 

No. 1.— (Page 192.) 
(BY H. R. A.) 

1. Q. to K. B. 3d (ch.) 1. K. takes Q. 

2. Castles (ch.) 2. Kt. interposes. 

3. B. to Q. B. 6th (ch.) 3. Q. interposes. 

4. B. takes Q. Mate. 



SOLUTIONS TO THE CHESS PROBLEMS. 501 

No. 2.— (Page 194.) 
(End Game from Calvi.) 





White. 






Black. 


2. 
3. 
4. 
5. 
6. 


R. to K. Kt. 8th (ch.) 
Q. to her 8th (ch.) 
R. takes Q. (ch.) 
R. takes R. 
B. to Q. B. 5th. 
R. or B. must mate. 




1. 

2 

i' 

4. 
5. 


R. takes R. 
Q. takes Q. 
K. to his 2d. 
Kt. to Q. 3d. 
Any thing. 




Diagi 


ram. — (Page 


19. 


5.) 


1. 

2. 
3. 
4. 
5. 

6. 

7. 


B. to K. B. 4th. 
B to Q. B. 7th. 
B. to Q. R. 5th. 
B. to K. sq. (ch.) 
R. to K. Kt. 4th. 
R. to K. B. 4th. 
R. mates. 


BOOK III. 


1. 
2. 
3. 
4. 
5. 
6. 


K. to his B. 7ih 
K. to his B. 8th. 
K. to his B. Iv.i. 
K. to his B. 8ih. 
K. takes B. 
K moves. 




Fourteen Problems in Three Moves. — p. 275. 


1. 
2. 
3. 


B. to K. B. 6th. 

R. to K. Kt. 3d (ch.) 

K to Q 2d. 


No. 1. 
Mate. 


1. 
2. 


Castles. 
K. moves. 


1. 
2. 
3. 


Q. to K. B. 6th (ch.) 
R. to K. 3d (ch.) 
Q,. P. one. 


No. 2. 

Mate. 


1. 

2. 


K. moves. 
P. takes R. 


1. 

2. 
3. 


Kt. to Q. Kt. 3d. 

B. to K. R. 5th. 

B. toK.2dorK,B. 7 


No. 3. 
ih. Mate. 


1. 
2. 


P. moves. 
Eitlier P. movt-a 


1. 
2. 
3. 


Q. Kt. p. two. 
Q. to B. 8th. 
Q. to Kt. 8th. 


No. 4. 

Mate. 


1. 
2. 


K. to R. 2d. 
K. to Kt. 3d. 


1. 

2. 
3 


R. to Q. 4th (ch.) 
Kt. to K. B. 5th. 
K. B. to R. 3d. 


No. 5. 
Mate. 


1. 
2. 


B. covers. 
K. takes Kt. 


1 
2. 
3. 


B. to Q. B. 4th. 
B. to Q. Kt. 5th. 
P. advances. 


No. 6. 
Mate. 


1. 
2. 


P. takes P. 
Any thing 



502 



CHESS FOR \^^mTER EVENINGS. 



White. 
1. R. to Q. sq. 
9. B. to Q. 2d. 
3. B. to Q. R. 5th. 



No. 7. 



Mate. 
No. 8. 



1. P. takes P. (ch.) 

2. Kt. to K. Kt. 6th (ch.) 

3. P. to R. 8th claims a Kt. Mate. 



Black. 

1. P. advances. 

2. B. moves. 



1. K. takes B. 

2. K. takes Kt. 



1. Kt. toQ. Kt. 6th. 

2. Q. to K. B. 3d (ch.) 

3. Q. to K. 3d. 



1. Castles. 

2. B. to his sq. 

3. R. takes Kt. 



No. 9. 



Mate. 
No. 10. 



Mate. 



1, K. moves. 

2. K. takes P. 



1. P. advances. 

2. P. advances. 



1. K. to Q. B. 3d. 

2. Q. takes Q. (ch.) (a) 



No. 11. 

1. K. p. one (ch.) 

2. Q. R. to his 6th. 

3. B. to K. Kt. sq. (dis. ch.) Mate. 
(a) If Bl. at his 2d move play Q. R. P. takes B., white replies vrith 

R. takes P. mate. If he play Kt. P. takes Kt., then B. to Q. B. 5th dis- 
covers mate. If Kt. takes Kt., then Kt. to Q. R. 5th gives mate. And 
if, lastly, he play Kt. to Q. B. 4th, the B. takes Kt. mating. 



1. Q to K. 6th. 

2. P. takes P. 

3. R. to K. R. 8th. 



1. Q. to Q. B. 3d (ch.) 

2. R. to K. sq. (ch.) 

3. Q to Q.B. 2d (ch.) 



1. Q. to Q. R. 8th (ch.) 
2 R. to Q. B. 8th (ch.) 
3. B. to Q. 5th (eh.) 



No. 12. 



Mate. 
No. 13. 



No. 14. 



1. P. takes Q. 

2. Any thing. 



1. K. to Q. 8th. 

2. Q. takes R'. 

3. K. takes Q. &. gives mate 

1. K. takes Q. 

2. Q. interposes. 

3. B. takes B., giving mate. 



Solution to the Problem in the Tale, " How a World loas Won. 
Page 299. 

1. R. to K. Kt. 8th (ch.) 1. R. takes R. 

2. R. to K. B. 8th (ch.) 2. R. takes R. 

3. K. P. one (disc, ch.) 3. Q. interposes 

4. B. takes Q. Mate. 



SOLUTIONS TO THE CHESS PROBLEMS. 



503 



BOOK IV. 

Fourteen Prohleins in Four Moves. — p. 417. 

No. 1. 



White. 
1 B. to K. 2d (ch.) 

2. B. to his 3d (ch.) 

3. Q. takes P. (ch.) 

4. If P. cover, Q. takes P. mat- 
ing. If Q. take Q., White 
castles and mates. 



Black. 

1. K. moves. 

2. K. takes B. 

3. P. covers, or 0. takes Q. 



1 R. to Q. 4th. 

2. B. to Q. Kt. sq. 

3. R. to Q. B. 4th. 

4. R. to Q. B. sq. 



1. K. to Q. Kt. 6th. 

2. R. takes B. (dis. ch.) 

3. R. takes R. (ch.) 

4. R. takes Q. 



No. 2. 



No. 



Mate. 



No. 4. 

1. B. to Q. Kt. 6th (dis. ch.) 

2. R. to Q. R. sq. 

3. B. to Q. R. 5th. 

4. R. to Q. R. 3d. Mate, 

No. 5. 
1. B. to K. Kt. 6th (ch.) 



2. R. to K. 8th, and mate is 
forced in two moves. 

No. 6 

1. B. to Q. Kt. sq. 

2. B. to Q. R. 2d (ch.) 

3. Q. Kt. P. one. 

4. Q. Kt. P. one (dis. ch.) Mate 

No. 7. 

1. B. to Q. Kt. 6th (ch.) 

2. K. R. to Q. B. 5th. (a) 

3. Q. R. takes K. P. (ch.) 

4. K. R. takes R. Mate. 



1. P. moves. 

2. K. takes B. 

3. K. to corner. 



1. Q. takes P. (best). 

2. B. covers. 

3. Q. covers. 



1. K. to Q. Kt. 6tli. 

2. Q. B. P. moves. 
a K. to Q. B. 6th. 



1 K. moves to R. or Kt. sq. 
If he take B. he is mated 
in two moves. 



1. K. moves. 

2. K. moves. 

3. K. moves^ 



1. Q. to her 5th. 

2. R. to K. Kt. 4th. 

3. R. to K. 4th. 



(a) Black has a great variety of defensive moves : B. to Q. B. 3d, to 
interpose when the R. cheeks ; Kt. to Q. B. 6th for the same purpose, &c. 
The result, however, is still the same. Mate is forced in four moves. 



504 



CHESS FOR WINTER EVENINGS. 



White. 

1. K. to Q. B. 7th. 

2. B. to K. B. 6th. 

3. B. to Q. B. 8th. 

4. K. to Q. Kt. 7ih. 



1. P. takes P. (ch.) 

2. Kt. to Q. B. 6th (ch.) 

3. Castles. 

4. Removes B. (dis ch.) 



1. K. R. P. one (ch.) 
S, B. to Q. R. 3d. 

3. B. home. 

4. Q. P. one (dis. ch.) 



No. 



Mate. 



No.. 



Mate. 
No. 10.. 



Mate. 



Mack. 

1. K. moves. 

2. K. moves. 

3. K. moves 



1. K. to Q. sq. (best) 

2. P. takes Kt. 

3. Any thing. 



1. K. moves. 

2. K. takes Kt. 

3. K. moves. 



No. 11, 

1. Kt. to K. 6th (ch.) 1. K. to Q. Kt. 4th. 

2. K. B. home (ch.) 2. K. takes Kt. 

3. Kt. to Q. B. 5th, and mates next move. 



1. B. home. 

2. Q. Kt. P. two ; or one, 
if Black play P. two sq. 

3. R. to Q. 2d. 

4. R. to Q. 4th. 



No. 12. 



1. Q. Kt. P. one, or two. 



Mate. 
No. 13. 



P. advances. 
K. moves. 



1. P. to K. B. 6th. 

2. P. to Q. R. 7th. 

3. K. takes R. 

4. R. to K. B. 8th. 



Mate. 

No. 14. 

1. Kt. checks. 

2. Kt. to Q. 8th (dis. ch.) 

3. Q. to Q. B. 4th (ch.) 

4. Draws by perpetual ch. with Kt. 



1. Castles. 

2. R. to K.Kt. 8th (ch.) 

3. Any thing. 



1. K. moves. 

2. K. moves. 

3. Q. takes Q. 



S'cl'itions to the Problems in the Tale of the 3Iidnight Challenge. — 
(P. 435.) 

No. 1.— (Page 435.) 

1. Kt. to Q. 7th (ch.) 1. K. to Q. R. 2d. 

2. Q. takes B. (ch.) 2. K. takes Q. 

3. K. B. to K. 4th 'ch.-) 3. K. to Q. R. 2d. 

IfBl. playK. toQ. R.3d, 
White advances P. to Q. 
Kt. 5th, &c. &c. 



SOLUTIONS TO THE CHESS PROBLEMS. 



505 



White. 

4. R. to Q. B. 7th (ch.) 

5. P. to Kt. 5th (ch.) 

6. K. B. to Q. 3d (ch.) 

7. R. to Q. B. 4th (ch. 

8. Q. R. P. two (ch.) 

9. R. to Q. B. 7th (dis. ch.) 

10 r. takes P. Mate. 



Black. 

4. K. to Q. R. 3d. 

5. K. takes P. 

6. K. to Q. Kt. 5lh. 

7. K. to Q. Kt. 4th. 

8. K. to Q. R. 3d. 

9. Q. Kt. P. raie 



No. 2.— (Page 441.) 



I K, Kt P. one (ch.) 

2. K. Kt. P. one (ch.) 

3. Kt. to K. B. 8th (ch.) 

4. P. takes Kt., becomes 
a Kt. fch.) 

5. Q. B. to his 3d (ch.) 

6. R. takes K. R. P. 



Mate. 



1. K. to R. sq. 

2. K. to R. 2d. 

3. R. takes Kt. 

4. K. to his R. sq.. 

5. R. takes B. 



1. 


K. to Q. Kt. 7th. 


2. 


K. to Q. B. 7th. 


3. 


K. to Q. 7th. 


4. 


K. P. one. 


5. 


K. to his 6th. 


6. 


K. to K. B. 5th. 


7. 


K. to K. Kt. 4th. 


8. 


K. to K. R. 4th. 


9. 


K. to K. R. 5th. 


10. 


K. B. P. one (ch.) 


11. 


P. at Kt. 6th adv. (ch.) 


12. 


P. atK.Kt. 5th adv. Mate 



No. 3.— (Page 444.) 



Black's moves are all foreid 



No. 4.— (Page 445.) 
(Altered from Sarratt.) 

1. Kt. to K. R. 2d. 1. Q. B. to K. B. 4th. 

2. Q. takes B. 2. Q. to Q. B. 8th (ch.) 

3. R. takes Q. 3. Kt. to Q. 7th (ch.) 

4. K. to corner. 4. R. takes R. (ch ) 

5. Q. covers. 5. Kt. mates. 



1. B. to Q. 5th, 

2. K. to Q. sq. 

3. K. B. P. one. 

4. K. B. takes B. 



No. 5.— (Page 446.) 



(From the same.) 



Q. to Q. B. 3d. 

1. Kt. to Q. 5th (ch.) 

2. B. to K. R. 4th (ch.) 

3. B. takes P. (ch.) 

4. Q. takes B. Mate. 



506 CHESS FOR WINTER EVENINGS. 

No. 6.— (Page 448.) 

White. Black. 

1. K. Kt. P. one. 1. Kt. takes B.* 

2. P. takes Kt. (best.)t 2. R. to K. R. sq. (ch.) 

3. K. takes R. 3. R. to K. R. 3d (ch.) 

4. P. takes R. 4. Q. B. takes Kt. 

5. Q. B. P. takes B. (best). 5. Q. takes B. (ch.) 

6. Q. takes Q. 6. B. to his 3d sq. (ch.) 

7. Q. takes B. 7. Kt. takes Q. 

8. P. at K. R. 3d on. 8. K. to his B. sq. 

9. P. at K. R. 4th on. 9. K. to his B. 2d. 

10. P. at K. B. 3d on. 10. K. to his B. sq. 

11. P. at Q. 6th on. 11. Kt. takes P. 

12. K. to R. 7th. 12. K. to B. 2d. 

13. K. to R. 8th. 13. Kt. to K. B. 3d. 

14. Q. P. une. 14. K. to B. sq. 

15. Q. P. one. 15. Kt. takes P. 

16. K. toR. 7th. 16. K. to B. 2d. 

17. P. at K. B. 5th on. 17. Kt. takes P. (ch.) 

18. K. to R. 8th. 18. K. to B. sq. 

19. B. P. on. 19. K. to B. 2d. 

20. R. P. on. 20. Kt. to his 5th. 

21. R. P. on. 21. Kt. to his K. 4th. 

22. B. P. on. 22. Kt. to his 3d. Ua-B. 

No 7— (Page 451.) 

By H. R. A. 

The Mate is forced in 6 moves, e. g. 

1. Q. to K. B. 5th (ch.) 1. K. to K. B. 2d (best).t 

2. Q. to K. R. 7th (ch.) 2. K. to B. sq. (best). 

3. Q. to R. 8th (ch.) 3. K. to B. 2d. 

4. B. to K. 8th (ch.) 4. K. to his 3d. 

5. Q. to'K. Kt. 8th (ch.) 5. K. to his B. 4th. 

6. B. to K. Kt. 6th. Mate. 

t 1. K. takes Q. 

2. B. to Q. 7th (ch.) 2. P. covers. 

3. K. Kt. P. two (ch.) 3. Must take "£n passait.'' 

4. K. P. two-. Mate. 

* Black having touched, B. is compelled to capture it, otherwise he 
might have won more speedily by taking K. Kt. P. with B., and playing; 
R.. to Kt. sq., on White's capturing B. with Q. 

+ This position, from its nature, admits of much variation. Tlv* 
moves given are the most protracting. 



SOLUTIONS TO THE CHESS PROBLEMS. 



507 



BOOK V. 

Eight Problems in Five Moves. — (Page 469.) 

No. 1. 
Wliite. Black. 

1. P. checks. 1. K. moves. 

2. B. to K. 6th (ch.) 2. K. takes B. (best ) 

3. P. to K. B. 8 becomes 

a Kt. (ch.) 3. K. where he can. 

4. K. to K. 4th (dis. ch.) 4. Any thing. 

5. Q,. or Kt. must mate. 



1. Q. P. one. 

2. B. to Q. R. 2d. 

3. Q. to Q. Kt. 7th. 

4. B. to Q. Kt. sq. 

5. Q. to Q. Kt. 2d. 

1. Q. to K. sq. 

2. R. to Q. 4th. 

3. R. to Q. R. 4th (nh.) 

4. Q. Kt. P. one (ch.) 

5. Q. R. P. takes Q. 



1. Q. B to his 5th. 

2. B. to Q. 3d. 

3. B. to K. 4th. 

4. R. to K. B. 2d (ch.) 

5. Q. P. one. 



1. Castles. 

2. K. to R. 2d. 

3. B. to K. Kt. sq. 

4. R. to B. 2d. 

5. R. to K. B. 4th. 



1. R. to K. B. 4th (ch.) 

2. Q. to Q. Kt. sq. (ch.) 

3. Q. to K. R. sq. (ch.) 

4. Q. to K. R. 8th (ch.) 

5. Q. to her Kt. 8th, 



1. Q. to Q. 3d (ch.) 

2. B. to Q. B. 2d. 

3. Q. to Q. B. 3d (ch.) 

4. Castles. 

5. B. to Q. Kt. sq. 



No. 2. 



No. 3. 



Mate. 



No. 



Mate. 
No. 5. 



Mate. 
No. 6. 



No. 7. 



1. P. takes P. 

2. P. advances. 

3. P. advances. 

4. P. advances. 

5. P. takes Q. IW 

1. Q. P. takes Q. 

2. Any thing. 

3. B. takes R. 

4. Q. takes P. 



1. K. to K. B. 6th. 

2. K. to K. B. 5th. 

3. P. takes B. 

4. K. to K. 6th. 



1. P. to K. R. 4th. 

2. P. to K. R. 5th. 

3. P. to K. R. 6th. 

4. K. to Q. 4th. 



1. B. takes R. 

2. Kt. to Q. 6th. 

3. K. to his 4th. 

4. K. to Q. 3d. 



1. K. to Q. Kt. S^4. 

2. P. moves. 

3. K. takes Q. 

4. P. takes P. 

5. Is compelled to advance P, 

givmg check-mate. 



•'>0S CHESS FOR WINTER EVENINGS. 

No. 8. 
White. Blade. 

1 B. to K. R. 5th (dis, ch.) 1. Q. to B. 2d (best). 

If K. takes P., White ch. 
with Q. at K. 2d, and mete 
ensues in 3 moves. 
9. R. takes Q. (ch.) 2. K. to Kt. sq. 

3. R. to Q. Kt. 7th (ch.) 3. K. moves. 

4. P. checks. 4. K. moves. 

5. Q. checks. 5, B. interposes. 

6. Q. takes B. Mate. 

Examples of Incautious Play. — (Page 479.) 
Six Original Positions by H. R.A. 
Example 1. 
White having played R. to Q. B. 3d attacking Q., and Black having 
laptured this R. vi^ith R., White efiects Mate in 4 moves, as follovps: 

1. R. to K. 8th (ch.) 1. K. to Q. R. 2d. 

2. R. to Q. R. 8th (ch.) 2. K. takes R. 

3. Q. takes Q. R. P. (ch.) 3. K. to Q. Kt. sq. 

4. Q. takes Q. Kt. P. Mate. 

Example 2. 
Black having played R. to K. Kt. sq.. White mates in three movef, 
»« follows : 

1. Q. to Q. 8th (ch.) ' 1. K. moves. 

2. B. to K. 6th (ch.) 2. K. takes B. 

3. Q. to K. 8th. Mate. 

Black had it in his power to force mate in five moves, e. g. 

Black. White. 

1. B. checks. 1. K. to K. Kt. 4th (best). 

2. Q. to K. Kt 8th (ch.) 2. K. to K. B. 4th (best). 

3. K. Kt. P. two ch. 3. K. moves. 

4. B. checks. 4. B. covers. 

5. Q. to K. B. 7th. Mate. 

Example 3d. 
Black having played Q. to Q. Kt. 2d, White wins easily, e. g 
White. Black. 

1. R. to K. R. 8th (ch.) 1. K. takes R. 

2. Q. to K. R. 3d. (ch.) 2. K. moves. 

3. Q. to R. 7th, (ch.) 3 K. moves. 

4. Q. to R. 8th. Mate. 

Example 4. 
White having played R. to Q. R. 7th, Black draws as follows: 
Black. White. 

1. Q. takes Q. Kt. P. (ch.) 1. K. to K. Kt. 2d. 

2. Q. to K. R. 6th (ch.) 2 K. to his B. 2d. 

3. Q. to K. B. 8th (ch.) 3. K. takes Q. and Black ik 

stale-mated. 



SOLUTIONS TO THE CHESS PROBLEMS. 509 

Example 5. 
It is evident that if Black take the P., his advereaiy is stalemated. 
Were the P. on Rook's file, the result would still be a draw ; but should 
P. be on either King's, Queen's, or Knight's file. Black would win. Tbi 
jrou will readily discover by making the experiment. 

Example 6. 
White. Black. 

1. E.to Q. R. sq. 1. Q. takes H. 

2. E. to Kt. sq. 2. Q. takes B. (eh.) 

3. K. takes B. .3. K. B. checks. 

4. K. moves. 4. Castles (ch.) 

5. K. moves. 5. Q. B. checks. 

6. K. takes P. 6. R. to K. sq. Male. 

Solutions of the Problems in the Tale of the Fatal Blate. 

No. 1.— (Page 490 ) 

By H. R. A. 

1. Q to K. 5th 'ch.) 1. P. takes Q. 

2. B. to K. R. 2d. 2. B. takes P. at K. K. 5tiv 

(best). 

3. P. takes B. 3. Any thing. 

4. K. Kt. P. two. Mate. 

No. 2.— (.Page 495.) 
By H. R. A. 

1. Q. to Q. R. 4th (ch.) 1. K. to Q. B. st- 

2. Q. to K. Kt. 4th (eh.) 2. Q. mterposes. 

3. Q. to K. Kt. 8th (ch.) 3. Q. interposes 
4 Q. P. checks, 4. K. takes F. 

5. Q. to K. 6th. Mate. 



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WHITTIEK, HOLMES, and LOWELL. By K. H. Stoddard, P. B. San- 
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on wood in the best manner. Exquisitely printed on toned paper. Imperial 
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The Portraits of Bryant, Emerson, Longfellow, Whittier, and Holmes, are from 
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HAI.F.HOURS WITH GREEK AND TiATIN AUTHORS. From 
Various English TranslationH. With Biographical Notices. By G. H. Jennings 
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compilation. Messrs. Jennings and Johnstone have simply taken what seemed to 
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strung them together after the fashion of an Enfield's ' Speaker,' or of the admirable 
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ENGrlilSH CliASSICS. A series of small volumes, elegantly printed, consist- 
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son. The Princess. By Alfred Tennyson. Shakespeare's Sonnets. 
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A WORLD OF WONDERS ; or, Marvels in Animate and Inanimate 
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" ' A World of Wonders' reproduces for youthful learners in natural history a wide 
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attention of the most indiflferent." — Home Journal. 



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THE PRINCIPIiES OF THE LAW : An Examination of tlic Law 
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THE ELEMENTS OF ECONOMICS. By Henet Dunking Macleod, 
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TWO YEARS IN OREGON^ By Wallis Nash, author of " Oregon, There 
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THE ORIGIN OF CIVILIZATION AND THE PRIMITIVE CON- 
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By Sir John Lubeock, Bart., F. R. S., President of the British Association. 
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